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Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Here there LARP dragons

DISCORD LINK HERE

Game Thread here




Setting: Eberron
System: 13th Age
Players: 4-5
Format: PBP/Discord


In Eberron, dragons aren’t just giant monsters, they are the secret masters of the world, rulers of an entire continent, and keepers of the secretive and all encompassing Draconic Prophecy. From their home in Argonesson, the members of the Chamber work to manipulate events in the outside world so that specific outcomes as predicted in the Prophecy either come to pass or fail to be born. The Chamber works through a number of agents embedded in societies in Khorvaire, Sarlona, and Xendrik, all organized into clandestine cells and almost entirely unaware of each other’s existence. You are one of these agents… sort of.

You are a juvenile dragon, barely out of adolescence and only a few decades from the egg. Someday, if you survive, you may become an elder wyrm, one of the grand movers and shakers of the world, but right now you’re basically just a teenage summer intern for one of the less prestigious outgrowths of the Chamber, the Society for the Prevention of the Cessation of Existence (SPCE). Your job, should you choose to accept it, is to infiltrate Khorvairen society under the guise of an “adventurer”, a member of one of the small bands of barely organized cutthroats and sell swords that plague that backward and primitive continent. This will give you the autonomy necessary to investigate potential breaches in the Draconic Prophecy as identified by the SPCE before they get so far out of hand that they require the intercession of upper management to contain, eg, an air strike. Once you find a potential snarl in the prophecy.... fix it, however you can, and try not to blow your cover while you do it.

Submit your proposed cover identities for approval, young agent!


TLDR: you are teenage dragon interns LARPing as adventurers on your summer holiday while trying to save the world.


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


Character generation

Make a 2nd level 13th Age character as normal, with the following exceptions:

Race: Dragon

+2 to all ability scores (this stacks with the bonus from your class)

Energy type (racial power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.
Heroic feat: gain resistance 16+ to that energy type.


Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.
Heroic Feat: Your breath weapon attack targets 1d3 nearby enemies in a group instead.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.
Heroic feat: You can choose an additional form. This feat can be taken more than once.

Draconic strength (racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.


Backgrounds: you get one additional background point, but at least one of your backgrounds rated +2 or higher must be draconic in origin: eg, aeronaut, big-big game hunter, grand hoarder, flying purple people eater, prophecy scholar, etc.

Equipment: any mundane equipment can be obtained from one of your dragon superior's hoards. You will receive any magical equipment that is deemed to be necessary for your mission and/or at the capricious whim of your patron.

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


What I need from you:

*2nd level Character sheet
*Very short bio for your dragon
*Your dragon’s character’s bio
*A character pic (optional but appreciated)


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





Other stuff:

One Unique Thing: your OUT is for your dragon’s character, not your dragon. The Department of Fatebending and False Papers, who craft all the backstories and cover identities for the Chamber’s field agents, have considerable magical leeway in customizing fictitious pasts to suit the demands of agents. The experienced fateweavers are adept at threading errant strands of broken fates to construct fake people out of whole cloth that can pass even cursory magical inspection, and will attempt to honor all requests, but the performance of more exotic character traits cannot be guaranteed under battlefield conditions. Please file all complaints for blown cover identities with the Department of Complaints and Eating People.

Dragonmarks: as dragons you can’t have dragonmarks, because if you did the world would literally end, and the department of fatebending and false papers are extremely reluctant to create any false backstories that intersect with the meticulous breeding records compiled by the dragonmarked houses. The most they'll do is make you a non-blood Housemember, and even then you owe them one.

Icons: 13th Age icons don’t map directly to Eberron factions, and there’s dozens and dozens of factions, so what we’ll do is this; there’ll be a short list of icons important to the campaign and any other icon that’s part of a character sheet, such as a specific nation or dragonmarked house or deity, will be added to the list, retroactively becoming important to the campaign.

The Chamber: your bosses and the secret society of dragons that seeks to influence world events.
The Lords of Dust: the secret society of demons and rakshasas that seeks to influence world events, but in a bad way. Your mortal enemies.
The Gatekeepers: the largest faction of druids, protecting the world from extraplanar threats.
The Twelve: the arcane arm of the Dragonmarked houses, as well as the central point of their cooperation. Currently they are heavily invested in research into the Draconic Prophecy.
The Lord of Blades: self appointed head of all warforged and ruler of the Mournland.
The Wayfinder Foundation: a guild of adventurers and explorers offering services throughout Khorvaire
The Silver Flame: the main religion of Thrane, popular throughout Khorvaire. Militantly opposed to undead, demons, evil, and lycanthropy.
The Blood of Vol: atheist religion and philosophy dedicated to conquering death using necromancy. The Emerald Claw, a radicalized sect of the BoV, gets up to some shady poo poo.

But that's just to start with. I’ll probably also be using variant icon relationship rules, because the ones in the core book aren’t great.

If you have any other questions about character generation or the setting, ask me in Discord. I'm sure I forgot a bunch of important things.

Old Kentucky Shark fucked around with this message at 02:29 on Sep 15, 2019

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Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


This post reserved for future shenanigans:


Here is the 13th age SRD for reference. I will try to help walk anyone unfamiliar with the system through character generation, but it's been a couple of years since I ran 13th age so I'm a little rusty.

I also have 13 True Ways and the Glorantha book, if you want to try to reskin one of those classes into Eberron. Probably don't make an Occultist; I've never seen one run, but with all the interrupt actions it seems as if it would be hell to play in PBP.


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


A quick primer on Argonesson:

Argonesson is the home continent of dragons. It’s sheltered from the outside world by magical defenses in the forms of terrible storms and weather that drive away nearly all ships, and the shipwrecked sailors that do wash up on shore are generally killed by the dragon-worshipping coastal Seren barbarians and have their skulls made into festive tribal art. The inner continent is peopled with thousands of dragons and many more tens of thousands of humans, dragonborn, and other races that serve the dragons.

The Light of Siberys is the military of Argonesson, a devoted group of dragon warrior-priests who hold themselves ready against the day when the demonic armies break free and try to end the world. Demons and dragons are nature's worst friends. Also the name of the coastal territory where the group’s fortresses, lairs, training grounds, and ancient doomsday weapons are housed.

The Thousand Flights is the region where most dragons live, organized into flights (the dragon equivalent of a family clan) composed of the same color, metal, etc. Most flights live in high holdfasts or aeries, where they are attended by humanoid servants, craftsmen, and worshipers.

The Conclave is the government of Argonesson, and is made up of every grand elder dragon over a certain age and size, who meet every decade to vote on Argonesson’s laws and appoint committees.

The Eyes of Chronepsis are the dragon secret police whose job it is to kill anyone who threatens the stability of Argonesson. There is no appeal.

The Vast is a territory of lawless wilderness where dragons can go to express their bestial nature if they want to. It is kill or be killed in this land, and serves as a dueling ground for draconic disputes as well as a place of exile for criminals. Probably don't go there.

Juvenile dragons; all dragons emerge from the shell capable of flight, speech, and basic survival, but before dragons reach a certain size or age, usually around 100 years old, they aren’t considered to be adults, or really worth talking to by their elders. To an older dragon, killing a juvenile is considered less of a crime and more of an embarrassing social faux pas. For their own safety, juveniles usually seek out the protection of a patron, either within their own familial flight or with one of the ad hoc committees that serve as Argonesson’s bureaucracy, such as the Chamber or Light of Siberys. It's a practice that combines all the worst aspects of boarding school and indentured servitude; dragons generally believe that adversity builds character.

The Draconic Prophecy. The Draconic Prophecy is the big deal in the world of dragons. Not to get too metaphysical, but the dragon religion (called Thir) holds that the world was created from three dragons; Siberys, the dragon of good and light, Eberron, the dragon of earth and balance, and Khyber, the dragon of evil and darkness. At the dawn of time, Khyber and Siberys fought a terrible battle in which Siberys was torn apart. Afterwards, Eberron swallowed the weakened Khyber whole, and then curled up into a ball and fell asleep. As she dreamed, all the living and intelligent creatures of the world sprang out of her thoughts and started walking around on her back, and this became the world known as Eberron. Over her head the shards of Siberys coalesced into the outer planes, except for a few pieces that perpetually rain down to the ground as powerful magical crystals called dragonshards. Inside her, Khyber works to free himself, and his thoughts bubble to the surface in the form of demons and other nightmares.

The Draconic Prophecy is the name for the collective thoughts of Eberron, which can be dimly discerned in hidden patterns scattered throughout the world. They are the background and medium on which the world is continually being written. To make an analogy; you are all in the Matrix, and the Draconic Prophecy is the green source code. As such, someone who learned to read or manipulate even a tiny fraction of the Prophecy could do things that would make a wizard poo poo their pants. This is why the dragons of Argonesson have become obsessed with learning everything they can about the Prophecy.

Your job is to be bug-hunters in the source code.

Old Kentucky Shark fucked around with this message at 00:10 on Sep 4, 2019

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Real talk: I got burned out on Dungeons and Dragons for a while, but recently I've been listening to The Adventure Zone podcast and it's rekindled my love for dumb D&D bullshit. So this campaign is a vehicle for fun dumb D&D bullshit through the lens of my favorite setting.

BallisticClipboard
Feb 18, 2013

Such a good worker!


This sounds really cool. I'm busy for a minute so consider this an interest post. Is there a deadline?

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


BallisticClipboard posted:

This sounds really cool. I'm busy for a minute so consider this an interest post. Is there a deadline?

I'll see what the response rate is like before posting a deadline. The Department of Fatebending and False Papers will probably have some questions once they see what weirdo backstories you come up with, so I'll do questions first.

Mr. Humalong
May 7, 2007

Eberron and 13th age are two things I have very much wanted to play with. This is an interest post, I'll try to have a fleshed out character within the next 48 hours.

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

Also interested; will try to get started on a thing tonight.

Edit: thinking elf necro

Antivehicular fucked around with this message at 23:21 on Sep 4, 2019

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!




Concept: Igudyrth is a draconic bard method actor who is reveling in the melodrama of becoming a Cyran refugee after the Mourning destroyed her homeland. She's also convinced she's going to write the next Great Argonession Novel.

Name: Igudyrth aka Thea of the Lost Kingdom of Cyre
Class: Bard (+2 Cha)
Race: Bronze Dragon -> Half-Elf(+2 ALL)
Level: 2

Abilities
STR: 16 (+3)
DEX: 14 (+2)
CON: 12 (+1)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 20 (+5)

HP: 28/28
Recoveries: 8/8 2d8+1

AC: 15
PD:14
MD: 16
Initiative: +4

One Unique Thing
Thea carries a bit of the mist of the Mourning inside of her. Normally, this expresses itself by the air around her being a bit chillier, and plants wilting after extended exposure to her. But, it's also a source of power for her more necrotic spells.
Igudyrth is completely convinced this isn't a big deal, because, to be blunt, how dangerous could Khorvairian magic really be, anyway?

Icon Relationships:
Lord of Blades (Negative, 2): Thea has made no secret that she's an enemy to the squatter who would be king in the ruins of her home. Considering that his enemies include "Everyone Alive," this has made her a fair number of friends that would otherwise have nothing to do with her.
The Blood of Vol (Positive 1): In the arc that Igudyrth has planned for Thea, she's very receptive to the argument that The Blood of Vol makes about the gods being distant and uncaring. In addition, it's an uncommon response among the refugees of Cyre due to it's heavy connection with their detested rival, Karnath, and Igudyrth is planning on milking that drama for all its worth.
Lords of Dust (Complicated 1): Like any remotely reasonable dragon, Igudyrth opposes all the Lords of Dust stand for. But the few run-ins Thea had with their agents suggest that the Lords of Dust have a friendlier view of Thea than Igudyrth feels comfortable with. Honestly, Igudyrth doesn't know why they're so interested in Thea, and she's too afraid of being viewed as a traitor to ask anyone for advice.

Backgrounds:
The Last Prodigy of the Wynarn Academy's Conservatory +5
If you were to ask Thea at the time, she'd have said that her studies in the Conservatory were a hell on Earth. Demanding professors, grueling schedules of arcana and history, and endless, endless pressure to compose ever greater music. But now, Thea looks back on it with wistful fondness as a veritable paradise, where wonders unmatched in the rest of the Five Nations could be found in every room of the Academy. She'd give anything to go back now, but... (Arcana, History, Music)

Friends in Low Places +3
In her wanderings after the Mourning took everything from her, Thea quickly got the knack for winning friends among her fellow Cyrans, as they loved hearing music from their home. As she traveled, she discovered that there are always people who were on the outside looking in, and the trick is just to let them know you're one of them. Once you're in, you learn all sorts of interesting tricks... (Making friends with the common folk, general skulduggery)

The Miser's Gift +3
Igudyrth's flight is, even for dragons, hideously wealthy, and it's one of the best kept secrets in all of Argonesson. Mazzorrir, the matriarch of the family, is infamous for her copper-pinching ways, even going so far as to sleep on a modest bed of gold and silver. There's no real trick to this fortune, just generations of thrift and a balanced portfolio. To keep it that way, Mazzorrir makes sure that every single hatching in the flight can assemble a sound investment strategy before they get their second set of scales. (Business, appraisal, identification of art and items).
Igudyrth is loathe to use this skill while she's "in character," as it conflicts with the vagabond-esque style she feels fits Thea's life.
But, after a bit of cajoling from her teammates, she'll huffily drop character and break out the abacus.


Features:
Energy type (Racial Power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 lightning damage per your level.

Draconic form (Racial Power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial Power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Surprising (Half-Elf Racial Power)
Once per battle, subtract one from the natural result of one of your own d20 rolls.

Draconic strength (Racial Power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Bardic Songs (Class Feature)
Bardic songs last for one or more rounds and end with a final verse that carries a big payoff. Although magical, bardic songs don’t count as spells; they don’t force the bard to suffer opportunity attacks from engaged enemies, and they can’t be canceled by effects that can cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.
Each song specifies what type of action starts it. To sustain it during the next round, it requires an action and a d20 check against its sustain target. If successful, the song can continue with its sustained effect for that round. (The next round will require another sustain check.) If your attempt to sustain a song fails, the song’s final verse effect resolves immediately, and then the song’s power ends. You can start another song on your next round.
You don’t have to try to sustain the song at the start of your turn. If you choose not to sustain a song, its effects end immediately and you choose whether to use the song’s final verse effect in the current round or to start a new song. You can’t do both.
Some songs have an immediate effect that happens each time you start or sustain the song. Others have effects that continue throughout the entire round.
Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song stopped this way prevents you from getting the final verse effect.
You can only sing one bardic song at a time. If you are singing a song (or spend an action to try to sustain a song), you can’t start another song that round.
Bardic songs are loud, and cancel any of stealth effects you may have.

Battle Cries (Class Feature)
Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack’s natural result, sometimes whether or not the attack hits.
Bonuses provided by battle cries can help a bard’s allies but not the bard.

Spells (Class Feature)
Bards use arcane spells that function like those of other spell-casting classes. Some spells are daily, some recharge, and others are at-will.
Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma.

Talents
Spellsinger
You can choose an extra bardic song or bard spell at the highest level you know.

Loremaster
Take two additional points of backgrounds. You can use these additional points to raise a background that has something to do with history, bardic lore, or magical knowledge up to the usually impossible rating of +6.
Take a single point of relationship with an icon. Add the point to a relationship you already have up to your normal maximum, or start a new one—positive, conflicted, or negative.

Jack of Spells
Choose another spell-casting character class (Necromancer). You can choose one spell from the spell list (Channel Life) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. You may only choose from the spell list—not from talents.
This spell is a bonus spell, not included in your bard class count.
Adventurer Feat You can use your Charisma as the ability score that provides spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged.
Channel Life Adventurer Feat: You can now cast this spell twice per battle.

Equipment:
Longsword
Light armor
Lyre
A disorganized stack of sheet music and poetry
Ticket for the Lightning Rail to visit family, tragically dated the day after the Morning

Capfalcon fucked around with this message at 22:04 on Sep 8, 2019

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Certainly interested!

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
Color me interested.

WIP edit:


Name: Dunkelzahn aka Dunkel of Clan Droranath
Class: Barbarian (+2 CON)
Race: Red Dragon -> Dwarf (+2 ALL)
Level: 2

Abilities
STR: 18 (+4)
DEX: 10 (+0)
CON: 20 (+5)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 14 (+2)

HP: 48/48
Recoveries: 9/9 2d12+5

AC: 16
PD: 17
MD: 14
Initiative: +2

One Unique Thing
Dunkel is haunted by one of the ancestral clan chiefs of the Droranath. This would be a blessing in most cases, but Karnagul Droranath is quite possibly the single angriest barbarian to have ever lived on Eberron and she expects the same level of utter dedication to the craft from her descendants. A Silver Flame cleric attempted an exorcism once and only succeeded in making her angrier, so Dunkel is very much resigned to the status quo. Dunkelzahn on the other hand is convinced the accursed harridan is fully aware of who and what he actually is, but continues to haunt him for her own ends.

Icon Relationships:

Background:
Aspirant of Siberys +3
Dunkelzahns patron, Furgurizia, is an ancient Silver Dragon who spends most of her time educating younger dragons in the arts of patience and control so they'll make better soldiers when they grow into their adult forms instead of relying on brute force and instinct. Dunkelzahn is reasonably sure his current haunting is just another of her myriad tests of patience and control. That both of them are older females that just won't stop nagging him about what he's doing has nothing to do with this conclusion. Nothing. (Restraint, tactics, teamwork)

Orc Hunter +3
Dunkel spent most of his pre-haunting days with the warbands hunting the Jhorash'tar orcs of the Ironroot Mountains. Between his physical prowess and anger management issues, actual combat with the tusked scourge usually didn't present much of a problem, but finding them and getting them to commit to a battle quickly became a frustrating ordeal necessitating the usage of an entirely different set of skills. (Battle, tracking, orcish taunts)

Exiled Mercenary +3
After his haunting and a few too many helpful anecdotes from his corporeally challenged passenger, Clan Droranath decided Dunkel would be better off plying his trade through the wider world, preferably as far away from the Ironroot Mountains as possible. Whilst the loss of kinship with his Clan was another notch in the long list of grudges he bears towards Karnagul, the work itself proved to be enjoyable. First through many of the Mror Holds, then the wider world, Dunkel has served as everything from bodyguard to adventurer for hire. (Contracts, geography, mercenaries)

Features

Energy type (Racial Power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type. Red, Fire.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic form (Racial Power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial Power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (Racial Power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

That’s Your Best Shot? (Dwarven Racial Power)
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!

Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.

Barbarian Rage
Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.

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

Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day.


Talents

Unstoppable
Once per battle, declare you’re using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery.

Adventurer Feat :The Unstoppable recovery is free.

Strongheart
Your recovery dice are d12s instead of d10s.

Adventurer Feat: Increase your total number of recoveries by 1.

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

Cynic Jester fucked around with this message at 12:46 on Sep 4, 2019

Jade Mage
Jan 4, 2013

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

Colour me interested, but I'm not somewhere where I can pick through the SRD and make something up right now.

IShallRiseAgain
Sep 12, 2008

Well ain't that precious?


Name: Ravekcharum Moritzwer Von Zamzellion the Fifth AKA Ravek
Class: Sorcerer (+2 Charisma)
Race: Dragon (+2 All)
Level: 2
Abilities::
Str 10 (+0)
Con 18 (+4)
Dex 16 (+3)
Int 10 (+0)
Wis 12 (+1)
Cha 20 (+5)

AC15
PD16
MD13
Initiative+5

Recoveries: 8/8 2d6+4
HP 36/36
One Unique Thing
According to Ravek, he is constantly in a battle with some nefarious group simply called "The Organization". They seek to control the world from the shadows, and their agents have infiltrated everywhere. They are after the dark power sealed within him by an ancient order of magi, which is capable of destroying the world if he ever loses control of it. He wanders the world hoping to take down the organization once and for all.
Icon Relationships
The Chamber (1 Conflicted) While they are forced to acknowledge that Ravek is a talented and intelligent individual, the Chamber also finds him annoying to deal with. He can usually accomplish the tasks given to him, but his reports are always full of lies and exaggerations. Their reprimands of his bad behavior seem to fall on deaf ears. They also see him as a bad influence on the younger dragons.
The Tapestry (1 Positive) Ravek grew up in New Sharn, and he is the apprentice to a Tapestry mage.
The Lords of Dust (1 Negative): Somehow the The Lords of Dust have become aware of Ravek's lies. They have come to the conclusion that the mysterious organization Ravek is fighting against is actually them. The dark power supposedly sealed within him is also something they are very interested in. Ravek is completely ignorant about this.

Background
Compulsive Liar (+3): Ravek can't help but make up stories, even if it will get in trouble. He manages to half-convince himself what he is saying is true. (Deception, Persuasion, Intimidation)
Magic apprentice (+5): Showing his talent for magic at an early age, Orxweim a member of the Tapestry eagerly recruited him as an apprentice. A diligent and hardworking student, Orxweim was looking forward to the day that he would be succeeded by him. Then puberty hit for Ravek. Orxweim is hoping Ravek is just going through a phase. (Arcane Knowledge)
Well Read (+3): a voracious reader of fiction and non-fiction, he has a wide breadth of knowledge beyond magic (History, Culture, Art)

Features
Energy type
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type: Black, Cold

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.
Heroic Feat: Your breath weapon attack targets 1d3 nearby enemies in a group instead.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.
Heroic feat: You can choose an additional form. This feat can be taken more than once.

Draconic strength (Racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

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

Breath Weapon (Class Feature)
When you cast a spell with the breath weapon keyword, there’s
a good chance you’ll be able to re-use it later in the battle. Each
breath weapon spell lists the chance of re-using it during the same
battle (usually 16+). Make the re-use roll at the start of each of
your turns: success indicates that you can use that spell again that
round as a standard action, if you wish. You don’t get to stockpile
uses—whether you use the spell again or not, you must make the
re-use roll during each round of the battle.
After the battle, the breath weapon power is expended. You
don’t get to keep rolling all day.
You can have only one breath weapon spell active at a time.
If you cast a different breath weapon spell when you have an
earlier spell active, the new spell cancels the earlier spell. (See
the Chromatic Destroyer Heritage talent for the path to multiple
breath weapon spells.)
Failing a death save cancels any breath weapon spells you
have active.
Some sorcerers actually breathe like dragons when they use
breath weapon spells. Others treat the breath weapon shtick as a
metaphor and allow the spell to do the blasting. As always with
magic, the visuals are up to you.

Dancing Lights (classe Feature)

All sorcerers can cast the dancing lights spell as a standard action.
Unlike the wizard’s light cantrip, the sorcerer’s dancing lights
spell produces a number of varicolored light globes that bloom
within 5 to 30 feet of the sorcerer every two to five seconds.
The sorcerer has very little control over the exact location or
illumination provided by the lights, meaning that they can
occasionally be used for dramatic plot purposes.

Gather Power (Class Feature)
Once initiative has been rolled and a battle is underway, a sorcerer can
spend a standard action to gather magical power, preparing themselves
for casting a double-strength spell with their next standard action.
Gathering power is loud and flashy, involving crackling lightning,
rumbling thunder, and the flicker of magical light.
Sorcerers who want to gather power before initiative has
been rolled can go through the motions but won’t get any benefit
for the act; you can fool yourself but you can’t fool magic.
Gather power: When a sorcerer gathers power, it does not
count as casting a spell; you can gather power without taking
opportunity attacks, for example.
In addition, because you spend your standard action to
gather power, you generate a small magical benefit. Like many of
your powers, this benefit is chaotic rather than perfectly reliable,
so you must make a random check to see what benefit you get.
Roll a d6 and consult the appropriate table below.
If you get a benefit that deals damage to enemies, you can
choose the type of damage (cold, fire, lightning, or thunder).

Chain (Class Feature)
When you attack with a chain spell and get a natural even roll,
you can roll another attack against a different enemy within range.
Keep on rolling attacks as long as you get even rolls and don’t run
out of new targets (each enemy can be targeted only once).

Class Talents
Arcane Heritage (Archmage)
Although magic is in the blood of every sorcerer, you have a
greater understanding of magic than most sorcerers and even
some wizards.
You gain a +2 bonus to a background that involves or suggests
magical knowledge or talent, up to your normal maximum
background point limit.
You can also use one of your sorcerer spell choices to choose
any wizard spell of the same level. You get only one such equal level
wizard spell at a time; all others have to be purchased
using the 2-level penalty in the Access to Wizardry class feature
described on the previous page.

Sorcerer’s Familiar

You have a familiar much like a wizard’s familiar (page 149),
but more changeable. Unlike the wizard, you don’t choose two
abilities for your familiar. Instead you choose one permanent
ability that suits your familiar’s nature; the only limitation is that
you can’t choose tough as the permanent ability. Each time you
get a full heal-up, randomly determine two other abilities your
familiar will possess until your next full heal-up.

Mr. Squiggles AKA Lord Varden, Devourer of Worlds (Hamster)
Permanent Ability: Talkative

Undead Remnant Heritage:
You have resist negative energy 12+ and gain a +1 attack bonus
against undead. You can also include negative energy damage on
your personal random energy damage type table, swapping out
an energy type you don’t want to access randomly.


Feats
Ritual Casting: You can cast any spells you know as rituals.
Classes that are already ritual casters (cleric, wizard) don’t
need this feat. (See page 192 for the ritual casting rules.)[/b]

Arcane Heritage: Use your Charisma as the attack ability for
the wizard spell you choose with your Arcane Heritage talent.

IShallRiseAgain fucked around with this message at 23:06 on Sep 4, 2019

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I'm a simple man; I see Eberron, I press F to pay respects to Cyre. Throw in 13th and you've got two great tastes that taste great together. Figure either Rogue or Necromancer

PoultryGeist
Feb 27, 2013

Crystals?
Gonna give this a go, a chipper bronze dragon larping a gruff and brooding drow ranger

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I'm completely unfamiliar with 13th age, but I might work up some kind of green dragon/kobold labor organizer.

Dawgstar
Jul 15, 2017


Jynxorrha / "Jynx"
HP: 36/AC: 21/PD: 15/MD: 15/Initiative: +7

--
Jynx had spent her time eyeing the belt she'd been given by the spooky... dragon? This was not helped by the fact that the belt could her back. The ranger gave it a vigorous shake, put it up to a transmogrified pointed ear and generally poked and prodded it as much as she could without breaking it. Eventually Jynxorrha simply shrugged and just put it on, which then meant and inordinate amount of time fiddling with the belt and trying to make sure it hung right around her waist. This was very complicated. Do you simply put it in the center? Let it sit rakishly off to one side? The choices so consumed her mind that Jynx wound up bouncing off the wall to the side of the Dwarf's door with a gentle thud.

"Ow! Who the- who put the-" Rubbing her forehead, Jynx stepped in and immediately noticed the dilemma before them. Happily two of her comrades had taken the initiative so they could talk to the mysterious tavern people and she could...

...just...

...wait...

...patient- yeah no that wasn't going to happen.

Jynx looked back and forth to the potential candidates and before she had actually processed the thought was standing at Quessikava's side. This one seemed more mysterious, which meant more interesting. Jynx companionably rested an elbow on Elena's shoulder and gave the other table inhabitant a friendly wave. "Hi! We're broke as Baator adventurers! You got a job for us?"

--

Class: Ranger (+2 Dexterity)
Race: (Green) Dragon (+2 All)
Level: 2

Abilities:
Str 14 (+2)
Con 14 (+2)
Dex 20 (+5)
Int 10
Wis 16 (+3)
Cha 14 (+2)

Derived Stats:
HP: 36
AC: 21
Physical Defense: 15
Mental Defense: 15
Initiative: +7
Recoveries: 8
Recovery Value: 2d8+2

One Unique Thing:
"I impressed the high holy hell out of the Valenar elves' biggest warbands with how kick-rear end I was and they thought my ancestor was some super killer elf lady called Kithra of the No Shadow Blades and wanted me to lead them to glory and stuff but I was like 'nah,' got bored when they kept on about it and left."

Icons:
The Chamber (Conflicted 2): The SPCE views Jynx as an operative full of immense potential, but as is well known 'potential' is an ancient Karrnathian word for 'has not done poo poo.' Her attention falters in a stiff breeze and she becomes bored very easily, so the Chamber decided her best role at the moment is sort of a widely roaming troubleshooter. Somebody to send on a very specific mission, kick what asses need to be kicked and take what names to be taken, and then give her another when the need arises. At the same time this limits the possibilities of what Jynx can be used for and if there's one thing the Chamber hates, it's a potential waste of resources. They just need to find a hammer big enough to crack her thick skull and get to the good stuff they know is inside.

The Wayfinder Foundation (Positive 1): Jynxorrha loves these guys and girls and everything in between. As someone who frequently finds herself traipsing across Khorvaire and getting into all kinds of trouble, it would be shocking if she didn't run across the the numerous and sundry rag-tag groups of adventurers who work for the society. Jynx has even started to build up a bit of a reputation amongst the Society as as a sort of Mysterious Stranger who shows up out of nowhere to aid them when the chips are down. This is only happens by accident (and if you meet Jynx for more than five minutes you find she's not very mysterious, though probably a little strange) but Jynxorrha enjoys the rep. As they're often a collection of dysfunctional misfits, the green dragon gets along really well with them.

Backgrounds:
Draconic Bounty Hunter +5: She's both a dragon who hunts bounties or a bounty hunter who hunts dragons. When she applies herself, Jynxorrha is a master tracker and survivalist who hunts some of the most dangerous game across Eberron. She's even quite a competent outdoor chef, knowing several recipes that are all meat you can put on a stick. (Ranger Talent)
Child of Veridian Nobility OR 'Your Parents Are WHO!?' +3: Jynx's parents and older siblings are quite well-to-do, having both wealth and status in the Green Flight. She gets along well with them... ish. Obsessing over bloodlines and wealth was not for Jynx and she left as soon as she could. Her family clutch keeps in touch - every now and then they'll even pull strings to track her down - to have the same conversation about giving up the SPCE and coming home to the aerie and generally just check in to see if she's grown out of "her phase."
Weirdly Likeable +3: Jynxorrha is best buddies with everyone until they prove otherwise. Everybody generally wants the same basic things and Jynx sees no reason for them not to get it unless they go about it, quote, "by being a dipshit." The dragon ranger is remarkably laid back, taking almost nothing personally, as there's just too much fun to be had out in the world to get twisted over any one thing.
Nimble Little Jynx, Isn't She? +3: Jynx is always in motion save when she's asleep (and even then has never finished even without rotating at least 180 degrees). She never walks when she can run. Climb things free-handed - using wings is cheating. Likes to perch on things, the more precarious the better, to test her balance (and if she falls off, using her wings isn't cheating). Loves acrobatics and gymnastics. Possibly will go on to invent the Eberron version of parkour.

Racial Features:
Energy type (racial power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to poison.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters poison breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Class Talents:
Double Melee Attack - When fighting with two one-handed melee weapons, your default option is to make a double melee attack. Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action. If you decide you don’t want to try for a double melee attack while fighting with two one-handed weapons, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.

Tracker - You have the Tracker background (by any name that feels fun, engaging, and correct for your character’s story) at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can’t perceive. Tracking doesn’t work well, however, in heavily traveled urban environments. In addition, you have the terrain stunt power.

Two-Weapon Mastery - You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand.

Feats:
Tracker - May use terrain stunt in urban environments.
Two Weapon Mastery - When you fight with two one-handed melee weapons, increase the damage you deal with missed attacks by adding your level to it. Most of your basic melee attacks, therefore, will deal double your level as miss damage.

Dawgstar fucked around with this message at 12:55 on Sep 15, 2019

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Name: Quintos, playing 'Five Fingers Form A Fist Of Certain Demise' ("Five")
Class: Monk (+2 Dexterity, +2 Wisdom)
Race: Mercury Dragon (+2 All)
Level: 2

Dragon Bio:
Quintos has won relative safety — very relative — by acting as an independent acquisition expert for her patron's hoard. Items of interest that don't meet the great dragon's needs have proven most fitting for her own... though that tends to attract the wrong sort of attention and she's noted more than a few attempts on reclaiming items from her hoard. The opportunity to relocate, let people forget (if not forgive), and find interesting new items for her collection make this opportunity sheer perfection.

Character Bio:
Five Fingers Form A Fist of Certain Demise belongs to a reclusive and ancient order of monastic warrior-poets. Though long thought lost to the world, Five is their representative and tasked with the assessment of whether the outside world has reached the appropriate degree of enlightenment to appreciate fine art and finer punches. Of course, it's far more likely that she was too rowdy for the old geezers and they invented some bullshit to make her someone else's problem. That's pretty universal. Still, stated purposes or not, she's determined to make the most of this opportunity and test her martial might... as well as her zen wordplay.

Abilities:
Str 16 (+3)
Con 16 (+3)
Dex 18 (+4)
Int 14 (+2)
Wis 18 (+4)
Cha 10 (+0)

Derived Stats:
HP: 40/40
Ki: 6/6
AC: 17
PD: 16
MD: 15
Initiative: +6
Recoveries: 8
Recovery Value: 2d8+3

Backgrounds
Initiate of the Enlightened Path of Martial Poetry +5 (Acrobatics, General Monkishness, Poetry)
A Draconic Eye For Acquisitions +4 (Finding Interesting Things, Taking Them)

One Unique Thing:
It's been said that the only thing to ever soften the Lord of Blade's iron heart was reading some of Five's discarded poetry.

Icon Relationships:
The Wayfarer Foundation +2 (Five is a trusted adventurer of some renown.)
The Blood of Vol -1 (Noted fun-haters, poor taste in poetry, and Five may have stolen a few items from them.)

Racial Features:
Energy Type — Poison (Racial Power)
Breath Weapon (Racial Power)
Draconic Form — Mercury (Racial Power)
Humanoid Form — Halfling (Racial Power)
Draconic Strength (Racial Power)
Evasive (Halfling Racial Power): Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.

Class Features:
JAB, PUNCH, KICK Attacks
Forms
Ki
Two Weapon Fighting
Bracers as Magic Weapons

Talents:
Greeting Fist (Seven Deadly Secrets)
—Adventurer Feat: 1/battle, if you miss with your first melee attack against an enemy, you can use Greeting Fist against that enemy later that battle.
Leaf on Wind
Spinning Willow Style
—Adventurer Feat: Can use on attacks targeting PD, as well as AC.

Forms:
Dance of the Mantis
Three Cunning Tricksters

Tricky fucked around with this message at 23:38 on Sep 7, 2019

Cerepol
Dec 2, 2011


Intent will update

Ryuujin
Sep 26, 2007
Dragon God

Talanakuthrah in his humanoid form of Tanak Champion of the Challenges

Dragon Bio:
Talanakuthrah is rather straightforward. A fun loving dragon who admires strength, and more than anything admires his own strength. With a, rather strong, tendency to rely on strength and attempt to solve all problems with the application of strength. He has long, in his relatively short life, enjoyed games of strength and skill, enjoyed testing his strength and having others admire his body and strength. As fun loving and carefree as he may seem to be he does take the missions he is sent on seriously, and he eagerly and earnestly tries to accomplish them. Though again he tends to rely on his strength above anything else. He is straightforward, and not the brightest among dragons, and so his character he takes on is fairly straightforward and follows his own desires.

Character Bio:

Tanak is a mighty human with rippling muscles and towering height. He came from nowhere and began competing in various competitions, competing against mighty warriors, burly blacksmiths, and others well known for their strength. Not long after he appeared a series of games and contests to test one's strength and combat ability, to pit various nations' athletes and warriors against each other to find the greatest champion of champions, the Champion of the Challenges was called. The game was known as the Great Challenges and hundreds came from all across Khorvaire to compete. It was an impressive event but when the dust settled it was Tanak the Mighty who was crowned the Champion of the Challenges. Or at least that is what people remember. The exact details may escape people, including just where it took place and just who actually took part. But the one thing people remember is that Tanak was the Champion of the first, and so far only, Great Challenges.

Name: Talanakuthrah the Mighty as Tanak, Champion of the Challenges
Class: Stalwart (+2 STR)
Race: Purple Dragon -> Human (+2 ALL)
Level: 2

Abilities
STR: 20 (+5)
DEX: 10 (+0)
CON: 18 (+4)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 14 (+2)

HP: 44/44
Recoveries: 8/8 2d10+4

AC: 17
PD: 17
MD: 14
Initiative: +2

One Unique Thing
Tanak is the first, and so far only, Champion of the Great Challenges. A series of events of strength and endurance culminating in a battle of one against one hundred. The Great Challenges is a fairly new event in the wake of the War to try and find more peaceful solutions to the grievances that breed war, and to give an outlet for aggression and a desire to compete, while also being great entertainment for all who come to watch. And it totally took place deep in the bowels of Sharn. Or was it in the Floating Towers of Arcanix? No no it was definitely in Fairhaven. Well wherever it was it was a spectacle to see and people will be telling their grand kids about it one day, and they can't wait for the next.

Icon Relationships:

The Chamber (2 Conflicted) Talanakuthrah is loyal, earnest and trustworthy. He is quite willing to go out in human disguise and accomplish the missions the Chamber gives him to ensure the Prophecy unfolds correctly. That said they are a bit worried that his straightforwardness, his tendency to rely on strength above all else, and quite frankly his vanity, might get in the way of his missions. So they worry about just what kind of results he will bring.
The Lords of Dust (1 Negative) Tanak has begun to make a name for himself after becoming the Champion of the Challenges. Going on adventures and apparently coming across some of the secret activities of the Lords of Dust, thwarting their plans and beginning to becomes a bit of a nuisance to them.
The Wayfinders (1 Positive): After becoming the Champion of the Challenges Tanak has begun to go on adventures and in the process he has helped out a number of other adventurers, travelers and the sort who were part of the Wayfinders. They are beginning to know of him, and may wish to enlist his aid in the future.


Background:
Awe of the Dragon +4
Despite his young age Talananakuthrah seems to naturally extrude the fabled Dragon Fear that older dragons are known for. Not to the degree ancients do perhaps but always to some degree there is this sense of awe, or fear, broiling off of him. It is usually just a low level background feel. Though depending on his mood, and the situation he finds himself in, it can spike in intensity. (Persuasion and Intimidation)

Champion of the Great Challenges +5
As the Champion of the Great Challenges Tanak knows how best to use his strength to accomplish mighty feats. When it comes to lifting, dragging, battling many opponents, and pulling off impressive stunts while looking good, he really knows how to pull it off. (Lifting, Bending, Dragging, Endurance, Looking Good, whatever might come up in Olympic/strongman type games)


Features

Energy type (Racial Power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type. Purple, Lightning.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic form (Racial Power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial Power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (Racial Power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Bonus Feat
Gain a bonus 1st level feat.

Quick to Fight (Power)
At the start of each battle, roll initiative twice and choose the result you want.

Greatness
Greatness represents the belief in your power during the ups and downs of battle. Many of the stalwart’s powers function only when the stalwart has greatness. Greatness is either on or off: you either have greatness, or you don’t. The default is that you do not start a battle with greatness.

You gain greatness when you are hit by an enemy attack.

You lose greatness when you miss all enemies with an attack. You also lose greatness when you become unconscious, and when a battle ends.

The default is that you can use greatness powers without losing greatness, but a few powers specify that you must spend your greatness to use them. You don’t have to use attacks that require greatness against the foe you hit to gain that greatness.

Greatness powers that do not require you to spend your greatness are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your greatness powers from dominating the battle.

Empowered by Fate
You gain 1 relationship point with the ArchmageChamber, the CrusaderGatekeepers, the Dwarf KingTwelve, the EmperorLord of Blades, the Lich KingWayfinder Foundation, the PriestessSilver Flame, or the ThreeBlood of Vol; you choose whether the point is positive, conflicted, or negative. This point can add to your normal relationship points but you can’t exceed the normal relationship maximums with it. (Remember that positive relationships with villainous icons like the Lich King or the Three are limited to 1 point).

When an ally rolls a 5 or a 6 on an icon relationship roll with the Icon(s) this feature gave you a relationship point with, start the next turn in battle with greatness. The Chamber is chosen.

Adventurer Feat: When you roll a 5 or a 6 on a relationship roll with the icon from this feature, start the next round in battle with greatness.

Strength of Many
You can lift twice and support about as much weight as two otherwise identical creatures normally can, and can move normally while carrying about your own weight (or twice your weight total). You also gain the use of power stunt.

Power stunt: At the start of each battle, roll a d6. Any time after the escalation die reaches that number, you’ll be able to use a quick action to spend your greatness and execute a power stunt. Normally you can only use power stunt once per battle, but circumstances, geography, or excellent planning may suggest that you can pull it off more than once.

Power stunts are improvisational effects that play off your preternatural strength. Things like muscling an enemy out of your way or leaping over the head of that enemy, knocking a stalactite onto your opponent, forcing a foe onto a soggy patch of ground that slows them down, wedging your enemy’s sword into a stone floor, busting open a barrel of lamp oil into the eyes or under the feet of incoming foes, shaking the tree that brings the sniper that thought he was out of reach crashing down to earth, etc. Power stunt effects are something any strong character might be able to accomplish, except you do not to make a check while using power stunt. Gaining increased strength by spending feats on this feature may allow you to describe more incredible effects for power stunt, affecting more or larger foes.

Adventurer Feat: You instead lift, support, and move normally with a total of about five times the normal amount. Also, roll an additional d20 for power stunt (any time after the escalation die reaches that number, gain an additional use of power stunt this battle).

Unarmed Attacks
Stalwart unarmed attacks are light/simple weapons that do 1d6 plus any applicable modifiers.

Talents

LIMBS OF IRON
You use strength rather than dexterity when determining AC in no armor, when making ranged weapon attacks and when using stalwart powers.

WEAPONS OF GIANTS
You wield, forge, or improvise oversized weapons. While you have greatness, increase your weapon and unarmed damage dice by one step.

TITAN GRAPPLE
You can grab a creature using the normal grab rules, with a successful strength+level vs. PD attack as a standard action.

Adventurer Feat: If you wish, you move and are moved when grabbed or grabbing as if you were one size larger.

Powers

TITAN SWING
Melee attack
At-will
Target: Each enemy engaged with you
Attack: Strength (5) + Level (2) – the number of targets vs. AC
Damage: WEAPON damage
Miss: –

INDOMITABLE
Greatness power
At-will (once per round)
Interrupt action; requires greatness
Trigger: You are subjected to a condition, or an effect a save can end.
Effect: Roll a saving throw. On a success, you are not subjected to the condition, or you save against the effect.
Special: You may use this power when first subjected to a last-gasp effect, to make a free saving throw against it.

CATCHING MICE
Melee attack
At-will
Quick action, requires greatness
Target: One creature
Attack: Strength (+5) + Level (+2) vs. PD.
Hit: You grab the target.
Special: You may use this power as a free action when an enemy attempts to disengage from you, by spending your greatness.

HORIZON THROW
Ranged attack
At-will
Special: When the escalation die is even, you may use this power while unarmed (having picked up an appropriate rock etc.) using your unarmed damage. You may also use this attack at any time with a melee weapon you are holding… but it doesn’t return to you unless it would normally do so.
Target: One far away enemy
Attack: Dexterity Strength (+5) + level (+2) vs. AC.
Hit: Weapon + dexterity strength (+5) + constitution (+4) damage.
Miss: Damage equal to your level (+2).

GIANT STRIKE
Melee attack
At-will
Target: One non-staggered non-mook enemy
Attack: Strength (+5) + targets Level vs. AC
Damage: WEAPON + Strength (+5) + Constitution (+4) Damage.
Miss: Damage equal to your level (+2).

Ryuujin fucked around with this message at 08:27 on Sep 6, 2019

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Interest post! Full character to come probably tomorrow. Most likely either a Humakti of the Silver Flame who thinks themselves the "older, mature one" of the group despite being a stupid dragon teen, or a wizard who's just so dang curious about everything, oh my gosh!

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give



Xaniphae Nightblossom is a veteran of the Karrnathi military, a former war necromancer who served in the Blood of Vol's research centers as well as on the frontier of what was then Cyre. At the time a rather callous and eager scholar, Xaniphae happily tested any number of the Blood of Vol's new advances in necromantic power -- until the Battle She Does Not Name, where she was the only survivor of a weapon too terrible to be described, hopefully now lost. Afterwards, she broke from the Blood of Vol and abandoned Karrnath in semi-disgrace and obscurity, beginning a life as a wanderer. Still distant and embittered by the horrors she's seen (and created!), Xaniphae quests to use her skills for whatever good they might do. It's a difficult road for someone with her talents, who's maybe only repentant for the worst of it...

... and, of course, isn't even real. Behind Xaniphae is the young white dragon Hypathivarnyx, an ambitious acolyte of the Prophecy who's determined to make something out of this trip to Khorvaire. A skinny runt of an already undersized breed, Hypathivarnyx is a bit of a control freak, and what better to let it out on than the mortal dead? It's not like anyone's using those skeletons.

Name: Hypathivarnyx, a.k.a. Xaniphae Nightblossom
Class: Necromancer
Race: White Dragon -> High Elf (+2 all stats)
Level: 2

Abilities
STR: 12 (+1)
DEX: 16 (+3)
CON: 10 (+0)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 16 (+3)

HP: 24/24
Recoveries: 8 / 2d6 recovery dice

AC: 14
PD: 13
MD: 16
Initiative: +5

One Unique Thing
Xaniphae is the lone survivor, on either side, of a bloody skirmish with Cyre near the border of what's now the Mournland. She and her less-fortunate comrades set off an experimental necromantic weapon there, one that she won't speak of... nor will she speak of how she survived it, or where this skirmish was. It's all the Mournland now anyway, and it's better off forgotten, isn't it?

Icon Relationships:

The Blood of Vol (Negative 2): Xaniphae was known as a promising researcher and war-wizard in her days in Karrnath, and now that she's abandoned her nation and church, she's known as a deserter and traitor. This won't end well. (Or will it? If their attention lets Hypathivarnyx learn something interesting about this grotesque little mortal folly, that'll be something to write home about.)

The Chamber (Conflicted 1): Hypathivarnyx is too young to have earned much recognition from her superiors, but her patron's name is known, and sometimes the attention trickles down. Some voices in the Chamber claim she must have some potential, especially with her patron's sponsorship; others are sure that a white dragon attempting scholarship won't amount to much.

Background:

Necromantic Researcher +3
Xaniphae once walked the halls of the Crimson Monastery, and while she's forced herself to forget the deepest secrets, she's still at home in a laboratory, morgue, or battlefield pit. (Theoretical necromancy, rough anatomy, funeral rites)

Karrnathi Veteran +3
Fighting along the border between Karrnath and what was once Cyre, Xaniphae saw the worst of it, and she did a fair amount of the worst of it herself. (Survival, composure, small-unit tactics)

Prophecy Scholar +3
Hypathivarnyx is obsessed with the draconic prophecies, their study and maintenance, and the long-term fate of the world. When given the opportunity, she studies with a singular focus, which has gained her the attention of her patron, a reclusive elder amethyst dragon named Sirivion. Sirivion is well-respected by the Chamber, and being his protege has opened doors for Hypathivarnix... which has only made her more focused and fastidious in her study. She needs to get this right. (Prophecy knowledge, musing about fate, being a general overplanning nuisance)

Racial Features

Energy Type: Cold
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic Form
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic Strength
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Highblood Teleport (High Elf form)

Once per battle as a move action, place yourself in a nearby location you can see.

Class Features

Arcane Implements
As a character casting arcane magic, your best options for improving your spellcasting are wands and staffs.

Death’s Master
All necromancers must spend at least one relationship point with any necromantic icon. (This may be conflicted or negative.) If your one unique thing somehow suggests that you might be free of this requirement, make a case to your GM that this is a way in which you are unique.

Ritual Magic
Necromancers can cast their spells as rituals.

Spell Choices
Like other standard spellcasters, you choose the spells you will be able to cast after each full heal-up.

Summoning
Your summoning spells use the standard summoning rules.
-- Adventurer feat: Your summoned creatures can add the escalation die to their attacks.

Wasting Away
Necromancers are frail, gaunt, parched, skinny, sickly, wasted, cadaverous, dependent on unearthly substances, or partially dead. This isn’t just an aesthetic note—as a necromancer, you must subtract your Constitution modifier from all your necromancer spell attacks if your modifier is positive. In addition, you don’t die until you fail five death saves. Similarly, you don’t succumb to last gasp save effects until you fail the fifth save.

Talents

Dead Wizard
You gain the Cantrips class feature from the wizard class. The talent functions like the wizard’s class feature with the following exceptions:

* You can’t cast mending.
* Your light cantrip has a sickly flicker or a dark edge. Feel free to call it darklight.

Deathknell
As a quick action, you can drop a nearby enemy that has 5 hp or fewer down to 0 hp. When you drop an enemy using Deathknell, you heal 1d6 hit points.

Redeemer
Undead you summon release holy energy bursts as they drop to 0 hp, dealing a small amount of damage to each enemy engaged with them.

Mooks you summon deal holy damage equal to your Charisma modifier (double your Charisma modifier at 5th level; triple it at 8th level).

Non-mooks you summon deal holy damage equal to your Charisma modifier x 1d4 (1d8 at 5th level; 2d6 at 8th level).

Spells
Channel Life
--Adventurer Feat: You can now cast this spell twice per battle.
Chant of Endings
Summon Undead
Unholy Blast

Antivehicular fucked around with this message at 08:53 on Sep 12, 2019

cigaw
Sep 13, 2012
This sounds super cool. Haven't played 13th Age yet but have been wanting to for a long time. I'll work out a PC, probably something like a Silver dragon Wizard.

cuntman.net
Mar 1, 2013




Name: Hezeran, Zeran
Class: Fighter (+2 strength)
Race: Crystal Dragon (+2 all), Dragonborn

Hezaren is a problem student. Any other patron would have thrown him out ages ago but Mahaliel the Eloquent doesn’t want her first student to be a failure. His problem is that he’s bored of Argonesson. When he isn’t scheming up ways to avoid work, he spends his time researching the cultures of the surrounding continents. Mahaliel hoped a trip to Khorvairen with the SPCE would get him to shape up, but when a teacher wants you to do something, it stops being fun. Because of this, Hezaren procrastinated working on his cover until the last moment and copy/pasted his head on a humanoid body.

Zeran’s history doesn’t make sense. Almost a dozen swordmasters remember teaching a white Dragonborn resembling him how to fight. The Wayfinder Foundation has records of the first time he did a job for them, at least four times. He fought on both sides of the Battle of Mirestone Bridge. Several hundred years later, he did so again at the Second Battle of Mirestone Bridge. In all his appearances, no one knows when he showed up or where he went afterwards. Whenever he finished what he came to do, he set off down the road and disappeared over the horizon, leaving behind a set of footprints that abruptly end.


Ability Scores
Str: 18
Con: 16
Dex: 16
Int: 10
Wis: 14
Cha: 16

Hit Points: 44
Armor Class: 21 (heavy armor + shield)
Physical Defense: 15
Mental Defense: 14
Initiative: 5
Recoveries: 9
Recovery Dice: 2d10 + 3


One Unique Thing
Zeran is a walking contradiction. His accent is from Aundair, he speaks with a dialect from Breland, parts of his vocabulary are from ancient Xen’drik. He sits like a noble, stands like a peasant, and walks like a gnoll. His patchwork nature makes it difficult to determine anything about his background or motivations, making him difficult to read. It’s not that he doesn’t have any tells. It’s that he has too many. Only two facts can be easily determined about him. His clothes, though mismatched, show signs of extensive travel. His swordsmanship, though a mix of wildly different techniques, is practiced and refined.

Also his head is very slightly too big.

Icons
The Gatekeepers (2 conflicted): Zeran signed up for guard duty with the Gatekeepers at one point in his past. The job was boring and uneventful. However, the druids became suspicious of him once he disappeared into thin air and began investigating. Now, they want to track him down because they see him as some strange, and possibly threatening extraplanar incursion.
The Wayfinder Foundation (1 conflicted): Zeran has both made use of and provided services to the Foundation. The vast number of contradictions about him don’t bother them too much. They’ve seen stranger. What does bother them is that the paperwork involving him is consistently a mess, resulting in him receiving jobs meant for others, journals he submitted becoming unreadable, and one time a bounty being mistakenly put on his head.

Backgrounds
Been There +3: Zeran has been to places, seen things, met people. Somehow, he’s met people who’ve been dead for hundreds of years or haven’t been born yet. (Contacts, cultures, history)
Traveling Swordsman +3: The one constant in anyone’s experiences with Zeran is of a traveler just passing through. Sometimes, he does a few odd jobs for coin or lends his sword to a local cause, taking to the road soon after. (Survival, pathfinding, geography)
Hard Knocks +3: Hezeran’s area of expertise is in making excuses, being absent when work needs to be done, and knowing how much he can get away with before something really bad happens. (Stealth, deception, bargaining)


Racial Features

Energy type (racial power): Crystal, fire
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Class Features

Extra Tough
You start with nine recoveries instead of the usual eight.

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

Class Talents

Bravado
Once per battle as a quick action, roll 1d20 + Charisma + your level against a nearby target’s MD. If successful, that target’s AC and PD against your attacks and powers are reduced by the escalation die value for the remainder of the combat.
Special: If you target a mook with this ability, it affects every member of their mob.
Adventurer Feat: Using bravado is now a free action. Once a day, you may use this ability twice in a battle.

Resist & Endure
Once per battle, you may spend a recovery as a quick action to immediately reroll a save with a bonus equal to the escalation die.

Taunt
Whether by questioning their parentage, disparaging their shoddy construction, or insulting the icon they serve, you attempt to draw the ire of an enemy. Once per round, you can roll 1d20 + Charisma + your level against a nearby target’s MD as a quick action. If successful, all allies gain resistance 12+ against the target’s attacks and powers until the start of your next turn; however, the target’s crit range on its attacks against you is increased by 2 for the same duration. This effect immediately ends if you don’t remain engaged or nearby the target creature.
Special: If you target a mook with this ability, it affects every member of their mob. A single target (or mob) cannot be affected by more than one character’s Taunt ability at once. A character with this Talent cannot benefit from its use by another character while their Taunt effect is active.

Maneuvers

Carve an Opening
Flexible melee attack
Triggering Roll: Any natural odd roll
Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.

Defensive Fighting
Flexible melee attack
Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll
Effect: Gain a +2 bonus to AC until the end of your next turn.

Grim Intent
Flexible melee attack
Triggering Roll: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At 5th level, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice.

Precision Attack
Flexible melee attack
Triggering Roll: Any hit with a natural 16+
Effect: You gain a bonus to the damage roll equal to your Dexterity modifier. At 5th level, the damage bonus increases to double your Dexterity modifier; at 8th level the damage bonus increases to triple it.

General Feats

Linguist
Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish, gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what most other humanoids are saying or screaming during battle. You are not fluent in all these languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-centric (heavy on words connected to danger rather than philosophy or emotions).
You can also read enough to get by in all these languages.

cuntman.net fucked around with this message at 08:49 on Sep 8, 2019

Mr. Humalong
May 7, 2007

I am leaning paladin but I am realizing I know nearly nothing about 13th age. I’ll be working for 12 hours tomorrow and should be able to draft something during that time.

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


1st round of questions



Qatriona Qay sighs and shuffles her papers yet again. The tall, silver-scaled dragonborn woman is the director of operations for the Society for the Prevention of the Cessation of Existence, possibly the smallest and least important branch of the Chamber; where other factions of the organization investigate new insights into the Prophecy or try to turn portions of the Prophecy to their members’ personal advantage, the SPCE has the noble and ludicrous goal of untangling potential snarls in the workings of the prophecy; frayed fate-lines, or places where the Prophecy has turned in on itself and grown malignant. Other dragons scoff at the notion that any of these tiny snarls could ever present a threat to Argonesson, let alone the whole of the Draconic prophecy. Nevertheless, somebody has to untangle them, and it might as well be someone expendable.

Qatriona uselessly shuffles her papers for the dozenth time. Her title may sound fancy, but all it means is that she’s in charge of doing all the tedious, menial things that no dragon wants to do themselves. Such as paperwork. Lots and lots of paperwork. Or, for example, interviewing snot-nosed young dragonlings who will someday be her superiors. Sigh.

“We’ve looked over your proposed applications,” she announces as you sit, or perch, or hover before her desk one by one. “And the Department of Fatebending and False Papers has some questions.”

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

Igudyrth?” She clears her throat. “aka Thea of the Lost Kingdom of Cyre? This ‘piece of the Mourning’ that you have noted down here; is that a real thing? Do you really want to implant wild magic inside yourself?” To say she looks dubious is an understatement. “And these friends of yours? The ones in low places? Have you ever actually met one of these common folk?”

*

Dunkelzahn, aka Dunkel of Clan Droranath – very creative alias.” She makes a note. “Now, I’ve been instructed to ask you if this ‘haunting’,” she makes air quotes, “is a real spirit, and if so, if you need the department to provide it for you.” She peers down her scaled snout at you. “Can anyone see or hear it, or just you?”

*

Ravekcharum Moritzwer Von Zamzellion the Fifth AKA Ravek.” She puts down her papers. “I have to say, the Fatebenders are alittle concerned at the prospect of this ‘Organization’ you refer to. As a secret society it’s a little too close to the workings of the Chamber for comfort, especially since you constantly refer to it in a derogatory manner.” She shrugs. “What is this dark power they’re hunting supposed to be?”

*

“I see you’ve been to Valenar at least once, Jynxorrha,” Qatriona says, writing quickly with a silver-tipped quill, “or do you prefer Jynx? This Valenar ancestor spirit; is this something you discovered in your studies, or an invention? The Fatebenders want to know how you forsee this manifesting in your cover identity. There is apparently a captured ‘Valenar warrior soul suspended in a crystal cage’ listed in the Chamber’s archival vaults, but the storage manifest was lost millennia ago, and no one’s keen to try and dig it out.”

*

Quintos,” she says, “aka Five Fingers Form...” she trails off. “Oh. You’re that one.” She pushes her notes aside to draw out a long, curling scroll that looks suspiciously like a list of offenses, followed by a shorter, but no less desne, stack that Quintos recognizes as handwritten scraps of poetry. Qatriona, with the soul of a bureaucrat, drops her notes on top of the poetry and steeples her clawed fingers. “I’ll level with you; as best I can tell, you’re a thief. Or at least a magpie. Why should we trust you?”

*

Talanakuthrah,” she says, “the Fatebenders seem to be having a bit of trouble with this Champion of the Challenges tournament you supposedly won. Fame is a difficult thread to bind into the weave of Fate without some sort of anchor in the public consciousness. Apparently in order to complete your backstory they require additional relevant details about these Challenges so that they can write an article in a...” she glances down at the unfamiliar Common word, “new-ssss-pay-per. Whatever that is.”

*

Hypathivarnyx.” She eyes you with politely well-concealed distaste. Necromancy is tolerated in Argonesson, barely, so long as nobody tries to make undead out of dragons. “It’s unusual to see a white with such a… scholarly pursuit.” She holds up a hand as if to forestall an objection. “I don’t doubt your intellect. But you’ve chosen a cover story as a former soldier.” Qatriona touches a scar running across her own muzzle. “Do you really think you can impersonate a blooded military veteran?”

*

“I have to say, Hezeran, that you don’t make the most convincing dragonborn,” she says, eyeing the crystal dragon’s odd posture. “I’ll be honest with you; we’re having trouble pinning down your backstory. The Fatebenders don’t like dealing with so many disparate reality threads. The druidic angle especially is giving them fits, because theGatekeepers are notoriously sensitive to draconic magic.” They did, after all, learn from the best. She shrugs. ”I guess my question is; why the SPCE? This isn’t the most glamorous division of the Chamber. Why us?”

Ryuujin
Sep 26, 2007
Dragon God

Old Kentucky Shark posted:

1st round of questions
Talanakuthrah,” she says, “the Fatebenders seem to be having a bit of trouble with this Champion of the Challenges tournament you supposedly won. Fame is a difficult thread to bind into the weave of Fate without some sort of anchor in the public consciousness. Apparently in order to complete your backstory they require additional relevant details about these Challenges so that they can write an article in a...” she glances down at the unfamiliar Common word, “new-ssss-pay-per. Whatever that is.”

Talanakuthrah sits across from Qatriona Qay as he is questioned about the supposed Challenges. After a few moments he starts to list some likely challenges. He ticks a claw. "Hmm picking up progressively larger and heavier poles of wood, tree branches, trees themselves, whatever, smoothed down to both travel through the air a bit better and to provide a bit more difficulty in getting a good grip. And then throwing them as far as one can."

He ticks another claw. Having sturdy pedestals of progressively taller construction. And a series of stone balls, smoothed over boulders perhaps, that are each a bit heavier than the last. Then the contestant picks up the first ball and places it on the pedestal, moving on to the next heavier ball and placing it on the next higher pedestal. As fast as they can, and of course when a contestant fails to pick such a ball up that would be as far as they get in that challenge."

Another claw. "Grappling matches. Contestants stripped of easily grabbed garments, and perhaps oiled down to make them harder to grapple, then face each other in grappling matches to see who can become victorious in the match of strength and skill."

Another claw. "Hmm lifting carts? Perhaps with progressively heavier carts. Maybe seeing how often one can lift a cart fully in a short time?"

Again he ticks a claw. "Speaking of carts, perhaps the challengers can pull heavy carts and see who can get the required distance the fastest?"

"Carrying heavy loads some distance." Another claw.

He scratches his jaw. "Maybe lifting anvils."

He flexes his claws. "Some kind mock battle. One against many. Each challenger can attempt larger and larger groups of foes to see how far they can go."

cuntman.net
Mar 1, 2013

Old Kentucky Shark posted:

“I have to say, Hezeran, that you don’t make the most convincing dragonborn,” she says, eyeing the crystal dragon’s odd posture. “I’ll be honest with you; we’re having trouble pinning down your backstory. The Fatebenders don’t like dealing with so many disparate reality threads. The druidic angle especially is giving them fits, because theGatekeepers are notoriously sensitive to draconic magic.” They did, after all, learn from the best. She shrugs. ”I guess my question is; why the SPCE? This isn’t the most glamorous division of the Chamber. Why us?”

Memories come, unbidden, to the front of Hezeran’s mind. Hezeran you incandescent worm! If I catch you hiding in this closet again I will tear it out of the castle and throw it across the ocean with you in it! Maybe then I would have some peace! Hezeran! You sad excuse for a paperweight! Stop reading about your lessers! If they fascinate you so much you should just go dig up dirt with them! Hezeran you snow-eating hooligan! You have one minute to clean up this mess if you don't want to spend the next month as a kobold! Hezeran you waste of perfectly good sunlight! This is not how that verse goes! You have had over a week to memorize it! You’re never going to amount to anything! Not even the SPCE will have a place for you!




“Uh, no reason.”

Dawgstar
Jul 15, 2017

Old Kentucky Shark posted:

“I see you’ve been to Valenar at least once, Jynxorrha,” Qatriona says, writing quickly with a silver-tipped quill, “or do you prefer Jynx? This Valenar ancestor spirit; is this something you discovered in your studies, or an invention? The Fatebenders want to know how you forsee this manifesting in your cover identity. There is apparently a captured ‘Valenar warrior soul suspended in a crystal cage’ listed in the Chamber’s archival vaults, but the storage manifest was lost millennia ago, and no one’s keen to try and dig it out.”

"Um! Hi! Yes! Present!" Jynxorrha yelps, having been startled out of her task of industriously using a talon to clean a small hunk of meat from between her teeth. "Uh - either is fine, ma'am. It's my family who mostly uses my full name and that's when they're mad at m- er, anyway. Right." The green dragon pulls herself into something resembling attentiveness. "Valenar. Yeah. Right. I went there to get away from my parents because... er, anyway, I took my elf form and just sort of drifted on the fringes of Taer Valaestas for a while at first. I mean, you know them, anybody who can swing a blade or shoot an arrow is okay in their book, especially if you're an elf-" She makes unnecessary air quotes with her talons at the last word "-and they go on about their warrior ancestors who they bond with and I didn't have that but it sounded really cool so I started talking about mine and how I felt a bond but didn't know their name because I wasn't, uh, native and then demonstrated what she could do with what I can do and they got all excited and said I was the spitting image of Kithra of The No Shadow Blades and I was like 'who?' but, um, I didn't ask too much because everybody was super impressed because nobody had managed to do it before?" Jynx's brow furrows with thought. "She fought the... um... what was it... oh! The empire of Dakka!" Jynxorrha puffs herself up, pleased to have remembered but deflates just as quickly. "No. Wait. That wasn't the word. It was D-something. Dookhan? Something like that, I promise! Kithra fought goblins and bugbears and that stuff!" The connection comes unbidden, as it often does to the green. "Hey! Maybe she IS that soul and that's the reason none of the elves have contacted her!"

There was a second part of Qatriona's question that finally catches up to Jynx. "Oh, cover identity, right. Um. It... kinda made me sort of a celebrity?" Jynx looked sheepish. "Like, being a celebrity in Valenar isn't the same as it somewhere else because what that means is they just want you to fight things - and fighting things is really fun - but you've gotta earn all that stuff there which is cool, I guess, but they started wanting me to lead them to glory or wherever and it seemed like a hassle so I left." The green dragon smiles. That was the right thing to do, right? "Anyhow, it really does give me a certain... mmm... cachet there - " She pronounced the word 'cachet' phonetically. "- but I think I'd have to take over the place for it to really work for me but it's still kind of an in, I guess?" Jynxorrha gives Qatriona a hopeful look.

Dawgstar fucked around with this message at 18:14 on Sep 7, 2019

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Old Kentucky Shark posted:

Quintos,” she says, “aka Five Fingers Form...” she trails off. “Oh. You’re that one.” She pushes her notes aside to draw out a long, curling scroll that looks suspiciously like a list of offenses, followed by a shorter, but no less dense, stack that Quintos recognizes as handwritten scraps of poetry. Qatriona, with the soul of a bureaucrat, drops her notes on top of the poetry and steeples her clawed fingers. “I’ll level with you; as best I can tell, you’re a thief. Or at least a magpie. Why should we trust you?”

Quintos smiles, a touch bashfully, as she gazes on the lengthy scroll. She says, "Oh, so you've heard of me?" A quick beat, then the relentless patter of one with some practice in dodging out on consequences begins to flow. "Well, as you well know, legally speaking, I'm not exactly capable of taking credit and/or blame for any activities done under the auspices and direction of an elder dragon. I'm sure you'd find many of those objects to be in a rather... politically inconvenient hoard, let's say, should we be talking return and reparations. Of course, if you're talking a job, well, that's different isn't it? Imagine! The SCPE themselves hiring me to clandestinely recover some of the very things on that list. If that came along with placement on, say, a completely different continent while the heat died down..."

After a moment of contemplative silence, she looks up at Qatriona and adds, "But trust, huh? That's a tough one. If you ask me, this whole thing—" She gestures out at Argonesson as a whole. "—seems pretty well designed to create anything but. Dependence, sure, and all the political maneuvering you could ask for... but trust? I guess all I can say is that I'm not a big fan of seeing the world end. You may not like my motives for why, but it's really hard to find interesting things for collections when everything's blown up. Put me in, let me do my thing, and if worse comes to worst... well, I'm conveniently expendable. This isn't exactly my first 'adventuring' gig. I know the score."

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!

Old Kentucky Shark posted:

1st round of questions
Igudyrth?” She clears her throat. “aka Thea of the Lost Kingdom of Cyre? This ‘piece of the Mourning’ that you have noted down here; is that a real thing? Do you really want to implant wild magic inside yourself?” To say she looks dubious is an understatement. “And these friends of yours? The ones in low places? Have you ever actually met one of these common folk?”

Igudyrth wasn't sure what she was expecting from this meeting, but it certainly wasn't an editor.

"Well, I think it's an important part of the character, as she's gone through a rather trying experience, and being marked by that would make most people not want to dig any deeper into her past. After all, if she looks like she's been through the Mourning, who's going pry any deeper? And anyway, how dangerous could human magic be, anyway?" Igudrth waits for a response, and when she doesn't get one, sighs and adds, "But, if that's not on the table, I think we'd get close to what I was looking for if she occasionally coughs up some thick mist and puts off a general sense of unease."

When Qatriona Qay seems skeptical about how much of a "common touch" Igudyrth has, she preens. She's been waiting to show off her preparation.

"Partially that would be from the fateweaving, where people have heard a friend of a friend talk about how that bard is *ahem* 'a real down to earth gal.' But, I've also been practicing interacting with..." Igudyrth stops herself before she says 'lesser beings.' It's true, of course, but if this dragonborn is the one making the decisions, no need to rub his nose in it. "smaller folk. All the humans around my home spire have been more than happy to talk to me when I wanted to make small talk. And I've managed to get a hold of some Khorvarian poetry and sheet music. It's... well... it's dreadful, to be honest, but I've been assured it's all quite popular."

"...And, if this meeting is just between us, I did sneak down to the shore without Mazzorrir's knowledge. Once. Just to watch the Seren go through a day on their own, without any oversight from dragons. I know it's not the same, but it's the best I can do without leaving Argonesson."

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

Old Kentucky Shark posted:

Hypathivarnyx.” She eyes you with politely well-concealed distaste. Necromancy is tolerated in Argonesson, barely, so long as nobody tries to make undead out of dragons. “It’s unusual to see a white with such a… scholarly pursuit.” She holds up a hand as if to forestall an objection. “I don’t doubt your intellect. But you’ve chosen a cover story as a former soldier.” Qatriona touches a scar running across her own muzzle. “Do you really think you can impersonate a blooded military veteran?”

Hypathivarnyx tries reflexively to curl in on herself, which isn't as easy as it once was; adolescence has taken her from runty to scraggly, all neck and tail and wings. She's an awkward figure, and it doesn't help that she's really not sure where to start. Does she answer the question, or the question behind the question? She could talk about the new technique she's been working on, something to cast the souls of undead away from Eberron to take them out of the hands of mortals for good -- that's the proper sort of thing, isn't it? -- but no, it's time to just answer the question.

"I understand your concerns, ma'am, but I've been doing a lot of research. I'm fairly sure I can assemble a service record for Xaniphae that will require minimal Fatebinding to make it plausible. She wouldn't have served on the front line -- really, wouldn't have been much of a visible figure at all -- and that front was so chaotic that there are plentiful gaps in collective memory where she can fit in. The connection to the Blood of Vol is going to be harder, but I think it's worthwhile as a way to get attention from a high-value target, and I've been working on getting records to figure out a timeframe on..."

Hypathivarnyx trails off as the realization clicks in her head about what Qatriona actually meant. That scar. This isn't about the history, is it?

"... but I think you're asking about attitude. I... I know it doesn't seem natural for me given my own background, but... well, my flight is traditional. Very traditional. My parents are a bit more protective, but my aunts and uncles... they're very much about the strong surviving adversity, and they are that adversity, if you understand what I mean. They took two of my clutchmates, more of my cousins, and the rest are going to be sent out for 'seasoning' to the Vast. I know what it's like to fight for my life, ma'am."

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!


House Drosin! First to battle, last to retreat! Nobles of both birth and bearing! Proud and beloved scion of Thrane! ...Entirely dead! The noble house of Drosin has a long and storied history intertwined both with Thrane and the the Church of the Silver Flame, serving happily as members of both militaries (and helping to push strongly for the Church to take over when the time came). Sadly, their valor in battle was to be their undoing - the Last War was a titanic struggle, and by the end, be it through death in battle or death by Emerald Claw assassin, there was not a single member of the noble family left. Save one: Elena of Sigilstar, a loyal paladin and knight who may not have risen to prominence during the war, but did well enough to be proud of herself, and well enough to survive. Now, her life is something of a confusing mess; while strictly and legally of noble heritage, she has no family lands or physical birthright, and has happily taken to the life of a knight errant, traveling with adventurous bands to bring the light of the Silver Flame to all corners of Khorvaire!

Of course, few things in Eberron are as they seem, and Elena is no different. The silver dragon Quessikava, like all young dragons, had to spend some time surviving the Vast...or take the rarely chosen option of serving in The Light of Siberys, which Quessikava lept at. While there she heard stories from elder dragons of the strange and primitive cultures of the lesser beings, though one name stood out - the Silver Light, the remnant of the noble coatls who sacrificed themselves to assist the dragons in fighting off Khyber's children, and the humans that worshiped it. Her curiosity of a mortal culture who seemed to be even just a little in-line with one of the major draconic missions grew stronger and stronger, and she sees her mission as a chance to immerse herself in the culture she would absolutely never admit to being a fan of, because that would be entirely unseemly for a dragon.

Name: Quessikava, a.k.a. Elena Drosin
Class: Humakti
Race: Silver Dragon -> Human (+2 all stats)
Level: 2

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

HP: 44/44
Recoveries: 8 / 2d6 recovery dice

AC: 17
PD: 13
MD: 14
Initiative: +2

One Unique Thing
When Elan was young, the Silver Flame itself
Elena was destined for greatness when
Elena is the last surviving member of the Drolin noble family, believed to have perished entirely during the Last War

Icon Relationships:

The Silver Flame (Positive 2): Elena Drosin is a proud paladin of the Silver Flame and honors them every chance she gets. Quessikava is...not that, but is good at looking like it - good enough that there are some worries about her going native and becoming that.

The Lords of Dust (Negative 1): If the Lords of Dust didn't already have reason to hate a paladin of the Silver Flame, they have double hatred for one that's also one of the damned dragons keeping their Overlords buried. Elena / Quessikava welcomes their hatred - after all, she was trained to stop them.

Background:

Demon Slayer: Blade of Siberys +4
If there is one thing both the dragon and the human versions have in common, it's their training and lifelong commitment to killing the hell out of demons. While it's a lot harder to do that in a clumsy mortal body without wings, Elena is still pretty good at going to war with the forces of evil, whatever that may require, and it's easier to fit in with the military culture of a paladin when you are, in fact, former military...kinda (military knowledge, physical activity, finding and murdering demonic whatevers)

Noble Bearing +3
The great thing about being from a noble family is that your in-born draconic patronizing arrogance comes off as genial aristocratic care. Elena cares deeply for those around her, and loves to express this both with slightly overbearing noblesse oblige and with the occasional bits of actual good advice. Or sometimes letting the full wrath of both the anger of the upper class knight and draconic aura of awe intermingle into shutting someone down. (social interactions)

Thranish Culture is Superior +2
It is entirely fitting that Elena would know about all the ways Thranish culture is better then the other nations, and how the Silver Flame is better then other religions. Sure, she sometimes gets her facts a bit wrong, almost as if she's occasionally quoting second hand or third hand information, but rarely in a way that's openly suspicious, and besides, who's going to correct the actual paladin? (knowing "facts" about Khorvaire)

Racial Features

Energy Type: Cold
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic Form
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic Strength
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Quick to Fight
Roll Initiative twice and take either roll

Class Features

Sword Master
When you hit with a sword attack, you gain a damage bonus equal to your level

Demonic Foe
Demonic creatures are vulnerable to your attacks

Utter Truth
Once per day, you can swear a solemn oath to the Silver Flame. Your voice is low, but it carries far and can be heard through other noise. The oath is so powerful that listeners can feel it in their bones. You can call on the Silver Flame and your honor, and then you can make a brief declaration of truth. This isn't like narrating an Icon relationship, when you get to make things up. Your Humakti has to be saying things they know is true. All who hear you are certain that you are telling the truth. They might pretend otherwise, but who would they be fooling?

An impeccable Humakti would never use this power to deceive others, such as telling them a truth that is calculated to mislead them. In a real bind, however, you might be tempted to try just that and see what happens. You might be able to get away with it once or twice before the Silver Flame takes it's power away from you. Not more then that.

Talents

Armor Geas
The Silver Flame has told you to leave armor off one part of your body. You pick which body part (head). While wearing armor, your AC is 1 lower then normal. The Silver Flame honors your sacrifice with a return blessing, but you are not supposed to get comfortable with the geas. At the beginning of each day, roll a d6 to find out what blessing the Silver Flame has for you until the end of that day. See: page 172 in the Glorantha book for the blessings.
Adventurer Feat: Roll a d8

Grim Truth
You have a fear aura, and enemies engaged with you that are close to death fight poorly. Your aura has a different threshold than the one listed for monsters in the core rulebook. Instead, use the threshold chart on page 173 of the Glorantha book.
Adventurer Feat: This effects creatures normally immune to feat

While enemies that have the listed amount of hit points or fewer are engaged with you, they take a –4 attack penalty and cannot use the escalation die. (Yeah, we know not many monsters use the escalation die, but the monsters that do? They’re worth messing with.) As a rule, creatures affected by Grim Truth will prefer to disengage from you to fight someone else. And yes, this usually means that mooks that are your level or lower want nothing to do with you; most higher level mooks aren’t affected.

Inescapable Sword
Your sword attacks ignore the target’s damage resistance. Once per battle when you hit a target that has some form of resistance, as a free action you can negate all of the target’s resistances until the end of the battle. (Yes, your allies should thank you.)

Powers
Battle Drill
Hefty Blow
Flashing Blade (adventurer feat)

Equipment
Greatsword
Longbow + Arrows that she's terrible at using
Suit of platemail
Nobility identification papers
Book of Silver Flame hymns
Good luck charms from Flamekeep
Silver Flame arrowhead necklace

ProfessorCirno fucked around with this message at 03:54 on Sep 8, 2019

BallisticClipboard
Feb 18, 2013

Such a good worker!




Name: Rodaguld as Robin Treadwell
Class: Rogue/Wizard Multiclass
Race: Gold Dragon -> Elf

Backstory: Roda is supposedly an apprentice to a one of the great archmages in all of Argonnessen but she'll say she's, "a page to a page of a page of a page of page of a page of an apprentice to one of the archmages. More succinctly put, I am the last page in book." It's not that she's a bad student or a slouch on the job, she's merely last in line and she is so painfully bored. She could do her job in her sleep. She jumped at the chance when the SPCE approached her with this job. This is her opportunity to prove that she can fly above her station. This is also an escape from the drudgery of her life. She could be anything or anyone she wanted in her new life especially when the DFB told her they can help make up the difference. "Robin might be exactly what I'm looking for. His agility and my magic-" She paused. He called Robin a guy. Letting it linger for a minute, she decided it felt right. "This is a once in century sort of thing, might as well try everything."

Human backstory: When Robin was a child, he was known as "The boy who flew like bird" and was one of the star performers of the Carnival of Shadows. He did high-flying acrobatics and death-defying tightrope acts until one night, his rope snapped while he was several hundred feet in the air. To him, the events of that night are that he was about to jump from one swing to another, a loud noise and then 3 weeks later he woke up in the hospital room to being told that he wasn't going to walk again. Desperate to still perform he trained in the slight of hand and minor illusions. His star quickly faded as he was forced into one of the smaller side tents. His crowds gone, he quit and quietly took up work as a store clerk.

Robin's life continued like this into his late teens, until about a year ago, when a mysterious envelope showed up at his door addressed to "The boy with the clipped wings". Inside was a letter that read, "Do you want to fly again? with an address printed below that. He wanted to throw the letter away but he couldn't. He very much wanted to fly, he wanted his old life back. He also couldn't stop himself. Robin got dressed and head straight to the meeting spot. He remembers getting about a block away from the meeting point when he was grabbed by a cloaked figure. He found himself standing inside his house, his mind absent of how he got back. More importantly, he found himself standing. In his hand was a letter that read, "To the boy relearning to fly, we hope you enjoy this gift. We hope that you can reciprocate in kind."

One Unique Thing: "Volunteered" for an experimental operation to regain the full use of his limbs. It seems to have worked.

Ability Scores (Mod+LVL)
Str: 10 (+2)
Con: 12 (+3)
Dex: 19 (+6)
Int: 19 (+6)
Wis: 10 (+2)
Cha: 12 (+3)

Hit Points: 28
Armor Class: 16 (light armor)
Physical Defense: 15
Mental Defense: 15
Initiative: 6
Recoveries: 8
Recovery Dice: 2d8 + 1

Icon Relationships:
+1 Positive The Wayfinder Foundation - They've been helpful with getting Robin's legs back under him
+1 Conflicted House Phiarlan - Robin learned everything he knew from them but their abandonment after the injury leaves him upset.
+1 Negative The Lords of Dust - Demons. Enough said. Robin also gets the feeling that they're the ones that kidnapped him. Because, demons.

Backgrounds:
5 - Sleight of Hand (from Thievery): Robin's second love, taken up after the injury. He prefer to say he only used it to entertain but it kept him fed and warm when money got tight. He needed the bread and gold more than that merchant anyway.
4 - Gymnastics Super Star: Robin's years of training (and year of retraining) means he's ready for most any physical task. He can parkour to the second floor of a building just as easily as he could take the stairs (and he is psyched to be doing either).
3 - Magician's Clerk: Roda is the model employee and she wants people to know it. Decades of perfect performance and (denied) requests for higher stations have given her a strong understanding of both office workflow and politics.
2 - Aerial Ace: While not the Gymnastic savant Robin is, Roda route taking and natural flying ability keeps her neck and neck with her more athletic dragonkin (or any potential quarry).

Class Features:

Rogue Features posted:

Momentum
Many of the rogue’s powers function only when the rogue has momentum.
You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.
The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don’t have to use attacks that require momentum against the foe you hit to gain that momentum. Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.

Sneak Attack
Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d4 damage if your attack hits.
2nd level rogue +1d6 damage.
4th level rogue +2d6 damage.
6th level rogue +3d6 damage.
8th level rogue +5d6 damage.
10th level rogue +7d6 damage.
Adventurer Feat: Your Sneak Attack feature also works the first round of combat against enemies with a lower initiative than you.
Champion Feat: Your Sneak Attack feature also works against enemies who are confused, dazed, vulnerable to your attack, or weakened.
Epic Feat: Once per battle when you miss with an attack that would have allowed you to deal Sneak Attack damage, replace the normal miss damage with your full Sneak Attack damage.

Trap Sense
Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps. If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.
Adventurer Feat: The trap attack reroll can also apply to a nearby ally of the rogue as the rogue shouts a warning or acts to prevent the trap from hitting.
Champion Feat: You gain a +3 bonus to skill check rerolls you make against traps.
Epic Feat: You only take half damage from trap attacks.

Wizard Features posted:

Cantrips
Every wizard can cast a handful of cantrips each day. You don’t have to memorize or choose them beforehand, you just cast them on the fly. Most wizards can cast a number of cantrips equal to their Intelligence modifier each battle. If you’re out of battle, that’s about three to six cantrips every five minutes. (The Cantrip Mastery talent frees you up to cast cantrips at-will.) Each cantrip takes a standard action to cast as a ranged spell. (Again, Cantrip Mastery helps, turning cantrip casting into a quick action.) As you’ll see from the short descriptions that follow, we’re not concerned with pinning down exactly what wizards are getting out of these minor spells. Cantrips capture the sense that wizards are the most skillful practitioners of magic in the world, capable of offhand effects anyone else would have to accomplish through hard work (if at all). We often phrase magical effects, particularly the effects created by wizards, as if they’re being accomplished by tiny supernatural servitors. If your campaign is comfortable with more familiar magical phrasings, by all means use those instead. Each wizard should determine how their magic looks and sounds. At the adventurer tier (levels 1–4), cantrips with a standard duration last 10–60 minutes, plus ten minutes per wizard level. The GM rolls and the wizard becomes aware that their cantrip is about to end a couple minutes before it’s done. At the champion tier, levels 5–7, most cantrips last 1–6 hours. At the epic tier, levels 8–10, cantrips last between 2–12 hours.

Alarm (standard duration): The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back andforth serving as both visual and actual deterrents.

Arcane Mark (standard duration): The cantrip creates a magical sigil on an object or person. Wizards swear that all their arcane marks are visible to everyone, but people foolish enough to play cards with wizards should beware. (A deliberately invisible mark is a hard perception or magic check to notice.)

Ghost Sound: This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Guards and watchmen really should learn that you can’t trust everything you hear with this cantrip readily available, but really, what choice do they have? Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments . . . or the GM could let them succeed automatically if they’re truly imaginative. (If someone is using ghost sound against the PCs? Use similar secret Wisdom-based skill checks to identify the sound as a magical fake.)

Knock: Locked door? Sealed treasure chest? You can handle it. This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and punches or pushes it open (depending on whether you want to be quiet or announce your presence), assuming you can succeed with an Intelligence check against the environment’s DC using an appropriate magical background. Note that your knockservitor doesn’t do anything to avoid traps—if you want to open something and avoid traps, hire a rogue.

Light (standard duration): This cantrip creates a fairly wideand consistent field of light, up to 30 feet in diameter. It could just be a glow from your staff, or small light elementals flitting in quick circles around you. The created light isn’t bright enough to dazzle anyone or to send underworld dwellers into seizures.

Mage Hand: This cantrip creates a small telekinetic effect that lasts a round at most. It’s also sometimes referred to as a “mage-slap” when higher-level wizards deliver rebuffs to their underlings. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.

Mending: This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent.

Prestidigitation: This cantrip produces magic tricks like cheaty-juggling, pulling coins out of ears, small illusions created by dancing sprites, and the basic equipment of stage-casting. One casting usually gives you a minute of fun. But the magic has nowhere near as much real world force as mage hand.

Spark: This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn’t work against living beings or against things that couldn’t easily be set on fire with a few seconds of steady application of a candle. It’s a show-off spell—wizards don’t have to light fires like ordinary people. The target of the spark has to be nearby and in sight.

Cyclic Spells
Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle.

Overworld Advantage
Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle. Adventurer Feat: You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. (Yes, GM, this does require some flexibility on your part, but the key is that none of these uses should be combat relevant or deal damage.)

Ritual Magic
Wizards can cast their spells as rituals (see page 192). Champion Feat: You can cast full rituals by using all your actions each round to focus on the ritual for 1d3 + 1 rounds. As with standard rituals, your fast rituals are not meant to replace combat spells; they’re a means of acquiring and improvising wondrous magical effects rather than a means of inflicting damage and conditions.

Multiclass Feats posted:

Seize the Momentum (From Rogue)
Adventurer Tier: Once per day when you hit with an attackfrom your non-rogue class, you can gain momentum as ifyou had used a rogue attack.
Champion Tier: In addition to using the adventurer-tier feat once per day, you can also use it once per battle (so in a four battle day, you could use it five times).
Talents:
Thievery
You have the Thief background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.
Adventurer Feat: Regardless of your level, you gain the bonus power thief ’s strike (see page 130) in addition to your normal number of powers.
Champion Feat: Once per day, you can deal full damage with thief ’s strike instead of half damage.
Epic Feat: Twice per level, you can steal something with a successful thief ’s strike that you would ordinarily not be able to steal, but the Prince of Shadows could. A dream. A vision. A spell. Someone’s hope. The memory of how to get into the central crypt and bypass all the wards. The theft probably isn’t going to be permanent, but it’s definitely going to last a day or two.

Evocation
Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to evoke the spell. Hit or miss, you’ll max out the spell’s damage dice. (A natural 1 on the attack roll still deals no damage. Actually, a 1 should probably damage you a bit.) Champion Feat: Whenever you evoke a spell, you can reroll one of the attack rolls if that natural roll was less than or equal to the escalation die. You must take the new result.

High Arcana
Your study of the highest orders of magic gives you options that lesser wizards cannot match.
Memorization: Unlike other spellcasters, who can only choose a specific spell once, when you pick your spells, you can choose any daily wizard spell twice. (Note that this doesn’t apply to the very few wizard spells that start as recharge spells.)
Counter-magic: As a wizard with the High Arcana talent, you gain a bonus spell, counter-magic.

Powers:
Evasive Strike
Melee attack At-Will
Target: One enemy Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and you can pop free from the target.
Miss: Damage equal to your level.
Adventurer Feat: If you drop the target with your evasive strike attack, you can pop free from all enemies instead.
Champion Feat: If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to AC and PD against the next attack that targets you this battle (no joy if it’s an attack vs. MD).
Epic Feat: Ok. Thanks to your slippery mind, the champion feat benefit also provides a +2 bonus to MD.

Sure Cut

Melee attack At-Will
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Deal your Sneak Attack damage + damage equal to your level.
Champion Feat: Missing with sure cut no longer counts as a use of Sneak Attack for the round.

Tumbling Strike
Melee attack At-Will
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.

Utility Spell
{I'm going to omit the details here. It's so many words. It can be found in the base book from page 150 to 152.}

Acid Arrow
Ranged spell Daily
Target: One nearby or far away creature Attack: Intelligence + Level vs. PD
Hit: 4d10 acid damage, and 5 ongoing acid damage.
Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.
3rd level spell 5d10 damage, and 10 ongoing damage; 10 ongoing on a miss.
5th level spell 8d10 damage, and 15 ongoing damage; 15 ongoing on a miss.
7th level spell 3d4 x 10 damage, and 25 ongoing damage; 25 ongoing on a miss.
9th level spell 5d4 x 10 damage, and 40 ongoing damage; 40 ongoing on a miss.

Blur
Ranged spell Daily
Target: You or one nearby ally
Effect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.
3rd level spell The spell is now a quick action to cast.
5th level spell Miss 25% of the time.
7th level spell Miss 30% of the time, and you can now target 1d2 creatures with the spell.
9th level spell Miss 30% of the time, and you can now target two creatures with the spell.

Color Spray
Close-quarters spell Cyclic (cast once per battle OR at-will when the escalation die is even)
Target: 1d4 nearby enemies in a group
Attack: Intelligence + Level vs. MD
Hit: 2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of your next turn.
3rd level spell 4d6 damage 20 hp or fewer.
5th level spell 6d8 damage 30 hp or fewer.
7th level spell 10d6 damage 40 hp or fewer.
9th level spell 10d12 damage 60 hp or fewer.
Adventurer Feat: Increase the hit point threshold of the weakened effect by 5 hp.
Champion Feat: On a miss, the spell deals damage equal to your level.
Epic Feat: The spell now targets 1d4 + 1 nearby enemies in a group.

Racial Powers
Energy type (racial power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.
Heroic feat: gain resistance 16+ to that energy type.
Gold Dragon, Energy type: Fire

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.
Heroic Feat: Your breath weapon attack targets 1d3 nearby enemies in a group instead.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.
Heroic feat: You can choose an additional form. This feat can be taken more than once.

quote:

Highblood Teleport (Racial Power)
Once per battle as a move action, place yourself in a nearby location you can see.
Champion Feat: Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.

Adventurer Tier Elf Feat (Heritage of the Sword): If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties. (Feat Taken)

Draconic strength (racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

BallisticClipboard fucked around with this message at 03:49 on Sep 8, 2019

Pinechild
Sep 14, 2011


Nadia Dawnborn was found on the doorstep of a small, quiet monastery on the outskirts of a rural town in the foothills of a non-descript mountain range. The brothers and sisters raised her as one of their own, naming her according to their traditions, and she grew up knowing she was loved by both her family and her Goddess. As she grew, she rose through the ranks from orphan to initiate to finally full Sister, trusted to lead the dawn rites and care for the souls of all who came to worship.

However, as time went on, those worshipers slowly trickled to a halt; first those who came on pilgrimage from far-flung towns, then those closer cities, and finally their own parishioners. Brothers and sisters who went to investigate returned confused, and then they stopped returning at all. One by one, they went until only Nadia remained to light the candles and harvest their wheat. At last, she too could wait no longer, and left to find out what terrible fate had befallen those who were like a family to her--only to find Brother Jeremiah in the town next door, apprenticing to the blacksmith, with no idea that he had once been part of any religious order. Only she remembered anything about their calling, and even that was fading. By sheer willpower, she managed to retain the basics: she was the follower of a Goddess, and something was stealing her very existence from the fabric of the world. It is now Nadia's quest to find out who could perform such an evil act, and to what purpose.


Name: Sunadithax, aka Nadia Dawnborn
Class: Cleric
Race: Tin Dragon -> Halfling (+2 all stats)
Level: 2

Abilities
STR: 16 (+3)
DEX: 16 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 20 (+5)
CHA: 10 (+0)

HP: 40/40
Recoveries: 8 / 2d8 recovery dice

AC: 20
PD: 16
MD: 15
Initiative: +3

One Unique Thing
Nadia is the only surviving Sister of a forgotten monastery--literally forgotten, as in nobody but her can remember its existence for more than a few seconds, and not even she can remember who her goddess actually was.

Icon Relationships:

The Chamber (Positive 1): Sunadithax isn't the first dragon in her lineage to do some side-work for the Chamber in their youths, and her family has a small reputation for being about as solid and dependable as young dragons can be. It remains to be seen if she'll live up to the legacy.

The Wayfinder Foundation (Positive 1): Before signing on with the Chamber, Sunadithax actually did work for the Wayfinders, largely in helping to appraise the treasure that the various adventurers brought in, as well as sourcing supplies and minor magical items. Nobody knows treasure like a dragon, after all.

Lords of Dust (Negative 1): Nobody knows what goddess she worshiped, but considering how every being, living or otherwise, associated with the Lords has reacted to Nadia, she's pretty sure they were on different sides.

Background:

Sister of the Faith +3: Nadia might not remember the name of her Goddess, but she still follows the proper rituals as best she can, and knows a fair amount about other religions, if only from trying to figure out whether she's a follower.

Hobby Farmer +3: Monasteries grow their own food, and Nadia liked to work their small fields.

Treasure Appraisal +3: Sunadithax learned the value of gems and artifacts at her parents' claws when she was barely out of the eggshell. She's familiar with the trade values of a wide variety of cultural artifacts, as well as who would buy them--at least in certain cities.


Racial Features

Energy Type: Thunder
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy's Physical Defense. On a hit, the attack deals 1d6 damage per your level of your energy type.

Draconic Form
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren't the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably "you" to people who know you well--it's you as an elf, or you as a human, or gnome, or whatever-- but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic Strength
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Evasive
Once per battle, force an enemy that hits you with an attack to reroll that attack with -2 penalty

Class Features

Bonus spell: Heal
In addition to the spells memorized per day, Clerics get access to a bonus Heal spell (see below).

Ritual Casting
Clerics may cast their spells as rituals.


Talents

Domain: Healing
When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery. Invocation of Healing: This battle, you gain an additional use of the heal spell (see Class Features.) The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.

Domain: Protection
Once per battle, you can affect two additional allies when you cast a spell for broad effect.
Invocation of Protection: This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage.

Domain: Sun
Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack.
Invocation of Sun: When you cast a daily cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle.
--Adventurer Feat: If your attack already deals holy damage, it gains the following bonus damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage.

Spells
Heal
Quick action, 1/round, 2/battle. One ally I am next to (or myself) can heal using a recovery (plus double my level).
Cure Wounds
Daily, quick action, ranged. One nearby ally (or myself) can heal using a free recovery (plus double my level).
Javelin of Faith
At-will, ranged. One nearby enemy, Wisdom + Level vs. PD. Hit: 1d6 + Wisdom + 1 Holy damage. Miss: Damage equal to my level.
Bless
Daily, Quick action. Cast for Power: one nearby ally gets +2 to attacks this battle. Cast for Effect: up to three nearby allies (including myself) get +1 to attacks this battle.
Spirits of the Righteous
Once per battle, ranged. One nearby enemy, Wisdom + Level vs. MD. Hit: 4d6 + Wisdom +1 Holy damage, and my nearby ally with the fewest hit points gains a +4 bonus to AC until the end of my next turn. Miss: no damage, and the AC bonus is only +2.

Equipment
Mace
Plate armor (plain)
Kite shield with emblem worn into illegibility

Pinechild fucked around with this message at 07:47 on Sep 8, 2019

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


“So, Quessikava, I see you served in the Light of Siberys,” Qatriona says. “So did I. In a mostly administrative capacity, admittedly.” She again fingers her scar. “Mostly. Was there anything specific that made you leave?”


-------


“So, Rodaguld, you seem to have given your alias a rather unusual set of skills. What made you want to combine magic with gymnastics?” She makes a note. “And the Division of Fatebending is wondering how you want them to handle your “miraculous cure”. Some kind of magic spell, or soemthing obviously visible? Some sort of fake prosthesis can be arranged.” She furrows her brow. “A prosthetic prosthesis.”

------


Sunadithax, the Division of Fatebending had a couple of notes about your cover story. What kind of goddess was this forgotten goddess you worship? Also, I presume you have an actual faith of your own, since you can cast divine spells. What actual religion are you?” She looks curious. “Is it strange pretending to worship a fake god?”

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Quessikava took a deep breath, nods, and does whatever the draconic equivalent of standing at attention is.

Ok. Just like we rehearsed it.

"Argonnessen thanks you for your service and sacrifice, ma'am. To answer your question, in a sense, I'm not sure I have left it. I've learned a decent amount about the mortal lands, and I know some of their factions fight the demons much as we do. They have an entire church dedicated to the couatls! They even have a stretch of land not un-similar to the Light of Siberys - though of course, nothing so dangerous as the Pit of Five Sorrows. While it would of course be beneath us to even consider openly allying with them, I feel they deserve some watching over by someone trained to fight demonic activity - after all, if we are monitoring them to ensure they don't misuse the Prophecy or to ensure the Prophecy doesn't go rancid, it holds that Khyber is monitoring them to try and push the opposite. The rise of the dragonmarks took us by surprise - that surprise is why this organization exists - and it stands to reason that we want to make sure they don't pull off any other horrible surprises that might go even deeper. Watchful eyes afar to keep the homeland safe."

cigaw
Sep 13, 2012



Concept: Silver dragon from a prestigious Flight cosplaying as a middle-aged, mostly utility-focused wizard seeking adventure and helping the helpless.

Bio: Solomirathnius is a member of an ancient and traditional Silver Flight and was born to Yggthrastix, a well-connected Chamber Observer with allies and enemies aplenty. Sol was the last to hatch in his clutch and was treated as the runt of his litter for the first decade or so of his life which helped develop a bit of need to prove his worth. He has a keen and curious mind and thus delved into most areas of knowledge, especially the arcane and the great Prophecy. He tries to embody the Silver Dragon ideal of nobility and honor, values he learned early on from his forebears.

Player Character Name: Agrus - Agrus is a human in his early 40s, with gray-streaked black hair and light gray eyes, hailing from the city of Lathleer in Aundair. A wizard who has mastered Cantrips and casts most magic effortlessly, Agrus began his career roaming the Aundair countryside lending his powers to those who needed it and it wasn’t long before he came across the Wayfinders and began adventuring. He is an easygoing man, quick to laugh and smile. He enjoys scholarly discussions, especially if accompanied by a snifter or three of Thrakel and Berry Brandy.

Name: Solomirathnius, aka Agrus of Lathleer (Aundair)
Class: Wizard (+2 Int)
Race: Silver Dragon -> Human (+2 ALL)
Level: 2

Abilities
STR: 10 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 14 (+2)

HP: 36/36
Recoveries: 8/8 2d6+3

AC: 15
PD:15
MD: 16
Initiative: +5

One Unique Thing
Agrus’ magic isn’t the formulaic, geometric magic practiced by most wizards. It is Old Magic. True Magic. The kind you can feel in your bones. The words and gestures may be similar but it flows from some deep, ancient place, long buried and half-slumbering.

Icon Relationships:
The Chamber (Complicated, 2): Yggthrastix, Sol’s patron and hatch-mother, is an influential Observer within the Chamber. Her schemes have secured many alliances and made her many adversaries. While Sol is competent and afforded some recognition due to his matron, many dragons see Sol simply as a tool to use against an adversary.

The Wayfinder Foundation (Positive 1): ever since he was a wyrmling Sol has enjoyed testing himself and adventure so he is naturally drawn to the Foundation. His persona is a wandering wizard who attracted the attention of the Foundation by aiding those in need wherever he goes and constantly seeking adventuring opportunities.

Backgrounds:
Prophecy Savant +3
Many dragons of a more scholarly bend study the Prophecy; Sol is no different but he has a strange knack of making connections between seemingly unrelated minor events. It may happen through a long, concerted effort or by unexpected inspiration but sometimes things just fit, almost akin to a form of synesthesia.

Scholar of the Deep Library +3
Early on, Agrus stumbled upon a cache of ancient texts detailing history, magic and creatures from the dawn of time. The texts were damaged and incomplete but through years of further study referencing multiple scholarly texts, Agrus was able to piece together a larger part of the whole.

Noblesse Oblige +3
Sol is Noble-born and has a noble soul. He knows how to comport himself in all manner of settings, particularly formal events. He can display the draconic grandeur common to his kind but usually lacking in his age group if it suits him. Sol also finds that dragons, as the pinnacle of creation, must extend courtesy to all beings and protection to those in need.

Middle-Aged Adventurer +2
Adventurers have a tendency of leading short lives. Those who manage to ply their trade long enough learn all manner of tips and tricks when it comes to travel, dungeoneering and surviving it.

Features:
Energy type (Racial Power): Cold
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 cold damage per your level.

Draconic form (Racial Power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial Power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (Racial Power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Quick to Fight (Human Racial Power)
At the start of each battle, roll initiative twice and choose the result you want.

Cantrips (Class Feature)
See page 147.
Modifiers: Cantrip Mastery Talent, Cantrip Mastery Feat

Cyclic Spells (Class Feature)
Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd.

Overworld Advantage (Class Feature)
Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle.

Ritual Magic (Class Feature)
Wizards can cast their spells as rituals (see page 192).

Talents
Cantrip Mastery
Cantrips are at-will spells for you.
Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.
If you or your GM create new cantrips, you can probably learn them along with the standard cantrips mentioned above, assuming you can track down someone to teach them to you or you find a written version of the spell.
If you want to do something particularly cunning or surprising with one of your cantrip and the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.
Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.

Evocation
Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to evoke the spell. Hit or miss, you’ll max out the spell’s damage dice. (A natural 1 on the attack roll still deals no damage. Actually, a 1 should probably damage you a bit.)

High Arcana
Memorization: Unlike other spellcasters, who can only choose a specific spell once, when you pick your spells, you can choose any daily wizard spell twice. (Note that this doesn’t apply to the very few wizard spells that start as recharge spells.) For example, at 7th level when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell; your 3rd level spell slot can’t be used for fireball because fireball starts as a 5th level spell.
Counter-magic: As a wizard with the High Arcana talent, you gain a bonus spell, counter-magic. See page 149.

Feats
Cantrip Mastery (A)
You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. (Yes, GM, this does require some flexibility on your part, but the key is that none of these uses should be combat relevant or deal damage.)

Further Backgrounding (A)
Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.

Ray of Frost (A)
When your ray of frost attack roll is a natural even hit, if the target is staggered after taking the damage, it is also dazed until the end of your next turn.

Edit: changed dragon pic.

cigaw fucked around with this message at 23:00 on Sep 10, 2019

Plutonis
Mar 25, 2011




Name: Tyriastrax / Tyria
Class: Chaos Mage
Race: Black(...?) Dragon -> Tiefling

Dragon Bio:
Tyriastrax's egg was found by Council members on the deep depths of Khyber by the Eyes of Chronepsis during their search for the rogue dragon Vvaraak, and whether they succeeded on their task is unknown, but the strange looking purple egg was brought to Argonessen, where it hatched a quite weird purplish dragon whelp which was taken by the leaders of the Eyes to be raised under their watchful eye. Why a dragon that might be seen by others as some sort of corrupt mutant has attracted such attention and secrecy by the eyes, however, is something that not many people know, but it is related to a part of Vvaraak's prophecy that the Eyes have learned...

Character Bio:
Tyria is an independent contractor to House Phiarlan who wanders through Khorvaire as a stage magic performer. It turns out that the strange and unpredictable magic wielded by her combined with her jolly and chipper disposition are in fact very popular with tavern crowds no matter how big and small, and of course there's always a few happy and drunk customers who are always willing to tell something quite interesting or who are quite distracted with their personal belongings, something that the purple witch is always quick to capitalize upon.

One Unique Thing: Tyria might be the first of a new dragon species, her egg being somewhat changed by the influence of both the Daelkyr and Khyber.

Icon Relationships:
The Chamber- Conflicted 1 - The inscrutable designs that the Chamber holds for Tyria is still not really known to her, and while they did protect and raise her from childhood to her current adolescent years, all the elder dragons that she has known on her life have kept themselves on a great distance from the purple dragon, something that she still struggles with...
House Phiarlan - Positive 1 - Phiarlan are considered by Tyria to be 'lots of fun' and the fact that they handsomely pay her does indeed have an influence on her perception of them.
Lords of Dust - Negative 1 - The Lords of Dust once attempted to kidnap Tyria not a few years ago, and was it not for the intervention of one of her 'caretakers' in the Eyes, she would have been taken by them for whatever dark purpose they have for her...

Backgrounds

Born in the Purple (Scales) +3 - Tyriastrax was kept and raised in secrecy under the watchful gaze of the Eyes of Chronepsis and the Conclave elders until not long ago, and it only took the sudden attack by a member of the Lords of Dust to convince her caretakers that the need to conceal her from the world was now unnecessary. Still, despite the relative isolation of her upbringing, she did manage to watch and learn from some of the oldest and most cunning Dragons in the homeland. (Diplomacy, Prophecy guessing, Dragon politics)

Phiarlan Hedge Witch +3 - The last three years that Tyria has been working for House Phiarlan have been quite informative to the purple witch, and she has slowly but surely started to improve and learn about her own unpredictable strand of magic that she was born with, as well as the intricacies of the life as both a performer and a spy. (Magic, Performance, Intel gathering, Khorvaire politics.)

Khyberspawn +3 - Despite hatching and being raised in Argonesson during her entire life, it seems that Tyriastrax' mutant species is very well adapted towards the subterranean lifestyle of the underdark, and during some of her previous adventures she indeed became quite shocked at how easily she traversed and explored underground caves even when she visited them for the first time. (Dungeoneering, underground survival, sense of direction, instinct against Daelkyr and other Khyber creatures)

Abilities

STR 10 (0)
CON 12 (+1)
DEX 18 (+4)
INT 16 (+3)
WIS 10 (0)
CHA 20 (+5)

HP: 28/28
Recoveries: 8 | 2d6+1

AC: 15 (Light)
PD: 14
MD: 16
Initiative:

Racial Features

Energy type (racial power)
Choose a color, metal, or other draconic substance and an appropriate energy type: fire, cold, lightning, thunder, acid, or poison. You gain resistance 12+ to this energy type.

Breath Weapon (Racial Power)
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 poison damage per your level.

Draconic form (Racial power)
You are a juvenile dragon, about the size of a large dog or small horse. When in dragon form, you gain the following traits:
Flight: You aren’t the fastest or the nimblest flier, but you can fly. You can carry a single human-sized or smaller passenger, but just barely, and it usually looks ridiculous.
Claws: you have claws (and teeth!) that count as one handed (light?) melee weapons and deal 1d6/level damage. You take -2 to using most weapons or other equipment not designed to be used by dragons, as well as fine tasks like lock picking or any other job it would be better to have tiny little fingers for. Turns out, humans are good for something after all.

Humanoid Form (Racial power)
You can transform into a single small or medium-sized non-dragon humanoid form. This form contains certain intrinsic physical tells, and is recognizably “you” to people who know you well—it’s you as an elf, or you as a human, or gnome, or whatever— but your identity can be disguised through the usual means. While in this form you have the PC style racial power of that form. Transforming into this form takes a minute or three; transforming back into a dragon takes a standard action. Clothing and most worn equipment transforms with you, so you don't end up naked all the time.

Draconic strength (racial power)
Dragons are innately strong. You can lift and carry twice as much as your size and strength would indicate, in any form. When you use brute force, such as kicking in a door or smashing a lock, the effect is usually twice as large. This is a narrative thing; it doesn't increase your damage, or anything like that.

Curse of Chaos (Racial Power)

Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.

A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.

Class Features

High Weirdness

Chaos mages usually display an uncanny weirdness that presents itself through their spellcasting, and sometimes even bleeds through to their general demeanor.

When an enemy scores a critical hit against you, roll high weirdness and consult the table to see what effect applies. If you hate the effect you’re experiencing, you can use a standard action to change it. Unless otherwise specified, the high weirdness effects last until the end of the battle.

Unless otherwise specified, the high weirdness effects last until the end of the battle.

Adventurer Feat

If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a new high weirdness effect. The new effect replaces the weirdness effect currently active, if any.

Chaos Magic

Roll 1d6 during the start of my turn, depending on roll result (1-2: Attack, 3-4: Defense or 5-6: Iconic), you can only cast that kind of spell during that turn and reduce the die roll, removing the last kind of spell rolled until there are no more left, in which the die is reset.

Iconic Spells Groups:
Blood of Warriors: The Wayfinder Foundation, The Chamber.
Light of the High Ones: The Gatekeepers, The Silver Flame, The Twelve.
Twisted Path: The Blood of Vol, The Lord of Blades, The Lords of Dust.

Talents

Separate Existence

You are ever-so-slightly detached from normal physical reality. Play the story side of that as you like; the game mechanics side is that you can cast ranged spells while engaged with enemies without taking opportunity attacks.

Attacking Warp

Your magic provides you with a random warp effect when the next spell you cast will be an attack spell. This talent works best for chaos mages with a high Dexterity.

When your random spell choice indicates an attack spell, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the spell until your next turn, the warp effect applies now.

1 Air: Once before the end of your next turn, you can heal using a recovery as a quick action.
2 Earth: You gain temporary hit points equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
3 Fire: Until the end of your next turn, when an enemy moves to engage you, it takes fire damage equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
4 Water: Until the end of your next turn, when you heal using a recovery, add hit points equal to your Wisdom modifier to that healing (double your Wisdom modifier at 5th level; triple it at 8th level).
5 Metal: Until the end of your next turn, you gain a +2 bonus to AC.
6 Void: Until the end of your next turn, the first time an attack hits you, as a free action you can choose to lose hit points equal to your level to force the attacker to reroll the attack.

Iconic Warp

Your magic provides you with a random warp effect when the next spell you cast will be an iconic spell. This talent works best for chaos mages with a high Intelligence.

When your random spell choice indicates an iconic spell, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the spell until your next turn, the warp effect applies now.

1 Air: Randomly determine two icon associations for the spell you’ll cast instead of one. Choose one of those associations to use for that spell.
2 Earth: Until the end of your next turn, you gain a bonus to PD and MD equal to your Intelligence modifier.
3 Fire: Until the end of your next turn, you gain the once-per-battle racial power of a random nearby ally; ignore this benefit if it duplicates your own racial power or if it doesn’t make sense during the battle (human, for example).
4 Water: Until the end of your next turn, you gain a bonus to saves equal to your Intelligence modifier.
5 Metal: Until the end of your next turn, critical hits scored against you only count as normal hits.
6 Void: When you roll a natural 20 with an attack, the critical hit range of your attacks expands by 2 until the end of the battle (cumulative).

Feats:

Linguist

Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish, gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what most other humanoids are saying or screaming during battle. You are not fluent in all these languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-centric (heavy on words connected to danger rather than philosophy or emotions).

You can also read enough to get by in all these languages.

High Weirdness Adventure Feat

Plutonis fucked around with this message at 00:02 on Sep 10, 2019

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Deadline for completed character sheets is Thursday, October 12th.

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


Solomirathnius,” Qatriona asks, “the department of Fatebending wanted to know what effect this ‘Old Magic, True Magic’ had on your spells. Can anybody tell a difference just by looking at them?” She cocks her head. “And with your talent for prophecy, why didn’t you try to join one of the more scholarly segments of the Chamber? There are any number of orreries looking for apprentices.”


*


Qatriona leans back on her guard, as if in the presence of unexploded munitions. “Tyriastrax,” she says neutrally. “I have been instructed to ask you the following question: ‘what are your thoughts on the lesser races?’”

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Plutonis
Mar 25, 2011

Old Kentucky Shark posted:

Qatriona leans back on her guard, as if in the presence of unexploded munitions. “Tyriastrax,” she says neutrally. “I have been instructed to ask you the following question: ‘what are your thoughts on the lesser races?’”

Two strange mouthed tentacles snarl ar Qatriona as she makes her question only for Tyria to pull them away in a scolding gesture. She has taken her not quite human, but still humanoid enough form for this interview, a form that she usually waves away as being 'Drooamish' for some of the more curious interlopers she has met on her travels. In any case, however, the purple witch seems to be quite offended by the question, and leans back on her chair, looking back at her interviewer with a look full of righteous contempt. "Lesser races, you say? That's the kind of talk that only the sheltered fogies here on Argo say about them, you know, and not someone from the SPCE! If you guys went out more and tried to learn about... No, learn from them like I did, you'd find out that they are capable of incredible feats, feats that become even more awe-inspiring when you realize that even the most long-lived of them have a lifespan that's a fraction of ours! Sharn, the kingdoms of Galifar, all those amazing civilizations..." Her angry tirade is intensified by the flapping of her wings and her thrashing tail, both of which dangerously threaten to mess up Qatriona's room! Still, Tyria manages to calm for a bit, and continues as she crosses her arms. "The people of Khorvaire... They should become actual allies and friends of Dragonkind. To think we can safeguard and protect the prophecy by ourselves is the kind of arrogance that will lead to our demise one day."

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