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| Marble City | |
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JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Fri 18 Mar 2016 - 18:38 | |
| Vess 'Ell - Character Details:
Female Human Neutral Evil Witch 2 Height: 5’9” Weight: 140lbs aged: 21
Str: 12 Dex: 14 Con: 15 Int: 20 Wis: 16 Cha: 17
Hp: (2d6)+(2*2)= 15 AC: 10+2(Dex)= 12
BAB: +1 Initiative: +2
Fort: 0(base)+2(Con) +2(misc)= 4 Ref: 0(base)+2(Dex)+2(mics)=4 Will: 3 (base)+3(Wis)+2(mics)= 8
Skills: Ranks Bluff: 2 Craft(alchemy): 2 Disguise: 1 Heal: 2 Intimidate: 2 Know(arcane): 2 Know(native): 2 Pro(apothecary): 2 Use Magic Device: 2
Feats: Iron Will, Extra Hex Special Abilities: Cauldron, Evil Eye, Water Lung
Equipment: leather coat, boar spear, dagger, wooden stake, adventurer’s sash, cauldron, chalk, explorer’s outfit, flint/steel, bear trap, artisan’s outfit, peasant’s outfit, tear-away outfit, rowboat w/ 2 oars
Familiar: Giles- snapping turtle Str: 4 Dex: 8 Con: 13 Int: 6 Wis: 13 Cha: 6 AC: 13 Fort: +3 Ref: +1 Will: +1 Feats/Special Qualities: weapon finesse, hold breath, shell, altertness, empathic link, improved evasion, share spells, store spells
- The Anonymous Syndicate:
This was a bunch of guys who took us in after shit went down, and wanted our help to go up against the city watch and the people they served. Vess and I both thought that was really fucking cute, but it was worth sticking around for a laugh if nothing else. I’m pretty sure I’m missing a member, but whatever Gorvio: believes he has bloodlines w/ tieflings. Sorcerer. Tarvi: parents own the Jewelry Palace, but has rejected many noble suitors. Aspiring mage Yalkapolita: irritable gnome. Atheist, and proud of it. Bruised Eel bartender who wants to be a rogue Vitti: Eccentric, green-haired, woodcarver. Naturalist to the core. Druid Larko: Dockworker, wants to move out of the city and be a ranger. Strong, silent type Amaya: well-mannered glass-blower. Self-conscious as hell. Wants to travel Rizzardo: stowaway, unskilled laborer. Doesn’t like taking orders. Barbarian. ‘likes’ Jeneven, good friend of Motkifen Motkifen: aspiring monk S’clava: follower of patron god, wants to use the party. Paladin Fiosa: houseservant. Helps her fellow halflings. Follower of Eimarch Ermolos: crippled blacksmith. Strong fighter All are commoners, aspiring to be whatever class
- Hex/Patron Planning:
Hexes: Child-scent Coven Flight Major Hexes: cook people Hoarfrost Ice Tomb Grand Hexes: Forced Reincarnation? Summon Spirit? Witch’s Hut? Patrons: ancestors (lesser), Death (lesser), Elements (greater), occult (greater), Shadow (intermediate), Spirits (lesser)
- Vess' Shop:
Bookshelves, benches, tables, sick bed, chalkboard w/ chalk, hammock, chests, manacles Bottles, candles, tea set x3, basic tea supplies, liquor, healer’s kit w/ surgeon’s tools, clay jugs, hourglass, soap, thurible, basic incense, alchemist kit, oar, bear traps Alki salts, bloodblock, bodybalm, allnight, belladonna, flayleaf, night tea, shacutt barbiosa tea, smelling salts, scothe syrup, healing myrrh, leeching kit, quieting needles
Ohhh, where do I start with Vess? Okay, this was a character I created years ago when Best was wanting our group to try Pathfinder for the first time, so I shrugged and started looking through the pathfinder srd class listing. Eventually, I came across the witch, which I hadn’t been too impressed with back when it was a class out of the DM’s guide, but I decided to give it a chance. I immediately fell in love with the class, and built this character to test some of its more interesting options. This was also one of my test characters for playing an evil character, and though I had very little time to play her, she is probably the character I have done evil best with. She was smart, she was charming, she was cunning, and she was opportunistic. Of course, she was also sadistic, bloodthirsty, and psychotic, but what can you do? Vess grew up far outside the city, near the swamps, and spent the days of her youth tending herbs, often by herself, while she talked to the dark spaces between the herbs and trees. One night, the darkness began to whisper back, imparting fell knowledge onto her young mind. It was not long before she murdered her own parents in order to study under the voices in peace, and when she was a bit older, she packed her bags and moved to the city In the city, she set up shop as an apothecary. Vess was not necessarily respected (more like feared), and people were often unsettled by her eccentricity, but she provided an essential service, and not many of her lower- and middle-class clientele had other options, so she did decent business, and was able to go about it in peace That stopped at the start of the campaign, when she took in the survivor of a street brawl (one of the PCs) to treat him, and promptly got her shop closed down by the city watch (they didn’t target her specifically- all the shops on the street got shut down, too). Why did they do this? Dunno, we only got a few sessions in and then the game died. Don’t remember why, but I think it had something to do with Best’s computer dying and him losing all of his character notes. Either way, it was really annoying, because I loved this goddamn character, crazy and murderous as she was. One thing that actually pissed me off was Vess’ shop. Due to her background, Best pretty much allowed me to run wild with this thing, and design it how I wanted, so I spent a long time building it, drawing up how it would work, imagining what it looked like, etc. her treatment areas, the plants everywhere, her tea sets, the little hide-away garden with the willow tree- it was fantastic. (and the bear traps- oh my god, the bear traps) Aaand then Best took it away from me within half an hour of the campaign starting. I just about punched him in the face. That said, I actually had a fun moment while it lasted. So, the guards came in looking for the PC (who was hiding in the cellar, the trapdoor to which was hidden under a rug), and while two of them set about searching through the place, Vess sat there and started talking to the guy who was keeping an eye on her. Managed to get him talking about some injuries he had sustained on the job, and because she was an apothecary by trade she managed to bluff the hell out of him and convinced him to take an herbal supplement with some tea she made him. So she grabbed a tea cup and some supplies and took him out to the garden. What she didn’t mention was that the tea was a powerful sleep aid, and it promptly knocked him unconscious. (all the while, the other guards were busy in the cellar). Once he was asleep, Vess pulled out her knife and slit his throat. I then proceeded to have Vess start carving him up and burying bits of his body all around the garden so his corpse wouldn’t be found and so I could fertilize her garden. The Entire Time everybody around the table was staring at me like ‘Dude, what the Fuck?!’, to which I looked back and said something along the lines of ‘I told you this was the kind of character I was playing- what did you honestly expect?’ Ehhh, it was fun while it lasted Vess ‘Ell is probably one of the characters I most wish I could go back and play again, but she was built for that specific kind of setting, and I’m not sure it would feel right having her play anywhere else. Two other things of note First, as you can probably guess, Vess was kind of an asshole. As I mentioned above, bear traps in pathfinder were op, especially at low levels. So, instead of, say, having a crossbar and a whistle to deter thieves and fans of B&E, Vess spread fucking bear traps all throughout the inside of her shop. Now, this might have been dangerous to customers, except Vess led her patients around the shop herself, and was very particular about them not moving around by themselves. Considering not only her reputation but also the various and expensive implements lying around and the possibly toxic substances scattered all over the place, no one really wanted to test that policy of hers. Second, strange as it may seem, Vess actually liked children. Not as in pedophilia, not as in she wanted kids of her own, but in the sense that she found them amusing. Kids don’t think in the same ways adults do, so when she asks kids questions, she will get different and more interesting answers, which frequently made her laugh. It was not uncommon for a couple of kids to be playing in the street, when suddenly all the adults head inside, along with all their playmates. They had no idea what was going on, and no one was around to explain it to them. Then, they hear footsteps. Up the cobblestone street walks a woman with an eerie smile on her face and a basket hanging on her arm. Her smile grows wider as she spots the children, and she lengthens her strides to meet them. Onlookers see the madwoman approach the children and kneel down to look them in the eyes. She talks to them for a good minute or two, seemingly asking them some questions. Rather abruptly, she throws back her head and emits a bright peal of laughter. Still chortling, she reaches into her basket and pulls out a couple of apples and drops them in the kids’ hands. She ruffles their hair as she gets back to her feet, and walks away, and it is only after she has disappeared around the corner that everyone leaves the safety of the buildings and returns to business as usual. A few of them stop to make sure the children are alright, but most just make a sign to ward off evil and continue on their way | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Sat 19 Mar 2016 - 21:37 | |
| Eryk Vorgall - Character Details:
Eryk, son of Jargis Male, human half-golem Neutral barbarian 12 Height: 6’10” Weight: 914lbs Aged: 26 Hailing from Droaam
Str: 33 Dex: 14 Con: 20 (22) Int: 11 (13) Wis: 14 Cha: 7
Hp: 181 AC: 10(base)+7(shield)+2(dex)+11(natural)+2(deflection)= 32 Damage reduction: 15/adamantine
Fort: 8(base)+6(ability)+3(magic)+2(misc)= 19 Ref: 4(base)+2(ability)+3(magic)= 9 Will: 4(base)+2(ability)+3(magic)+2(misc)= 11
BAB: +12/+7/+2 Initiative: +2
Movement: 40ft Languages: common, Argon, Goblin, Riedren
Skills: Ranks Climb: 12 Craft(stonemason): 10 Jump: 12 Know(A/E): 6 Know(nature): 5 Know(geo): 5 Listen: 15 Profess(stonemason): 6 Search: 5 Survival: 15 Literacy: 2
Feats: Power attack, cleave, great cleave, exotic weapon proficiency (maul), tower shield proficiency, dive for cover, iron will, improved critical (maul) Special Traits: DR 15/Adamantine, DR 2/-, fast movement, improved uncanny dodge, trap sense +4, rage 4/day, greater rage Racial traits: breath weapon (1d4 Con/death), rust vulnerability, spell immunity (as iron golem)
Flaws/Traits: Merciless, Pride, Missing Eye, War Veteran, Little Sister
Equipment: Mine (+5 thundering maul), +3 tower shield, javelin of lightning, scarlet and blue ioun stone, crystalline eye, gauntlet of rust, cloak of resistance +3, periapt of wound closure, ring of protection +2, ring of feather fall, belt of dwarvenkind, traveler’s outfit, dwarven ale Stuff: masterwork adamantine stonemason’s tools, block of marble, parchment x16, ink/inkpen, barrel of gunpowder, ale kegs, alchemist fire kegs, chains, pulleys, block and tackle, leather harnesses, meat hook x3
…To be honest, I actually don’t remember all that much about Eryk. I know he was my first attempt at a barbarian, I know he was built for one of our excursions into the Eberron campaign setting, and I know he was built as the replacement for the campaign when I had to drop Abgarz (whom I have mentioned before), but beyond that there isn’t much I do know that one of his big character points was his straight-up immunity to magic. This made him the bane of every spellcaster in existence, but it also made healing him a little difficult, and I believe there was at least one situation in which we were supposed to be teleported somewhere(?) and Eryk had to make other arrangements to walk there because the transportation magic simply wouldn’t affect him He was also meant to be a stoneworker as a hobby, carving statues to make money on the side and making friends with other stoneworkers (primarily dwarves) but if I recall accurately the game didn’t last long enough for this to happen Cool concept, but can’t say much about him. If TS or Blood happen to remember anything about this guy, just nudge me Actually, if I remember right, this guy also served alongside TS’ first rendition of Dominus. Wow, that puts things in perspective (considering TS came up with that concept some 5-6 years ago) | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Sun 20 Mar 2016 - 23:04 | |
| Cora Lyn - Character Details:
N Halfling sorcerer 8 Height: 3’3” Weight: 34lbs aged: 24 Blue-black hair, ivory skin, green eye/lavender eye
Str: 8 Dex: 14 Con: 10 Int: 14 Wis: 10 Cha: 20
Hp: 38 AC: 10(base)+2(armor)+2(dex)+1(size)+1(natural)+1(deflection)= 17
Fortitude: 2(base)+1(magic)+1(misc)= 4 Reflex: 2(base)+2(ability)+1(magic)+1(misc)= 6 Will: 6(base)+1(magic)+1(misc)= 8
BAB: +4 Initiative: +2
Skills: ranks Concentration: 10 Diplomacy: 5 Gather Info: 4 Know(arcane): 10 Perform(dance): 4 Perform(sing): 2 Perform(striptease): 5 Spellcraft: 10
Feats: Magical Aptitude, combat casting, silent spell Special ability: summon familiar
Languages: common, Halfling, orc, goblin
Equipment: meteoric knife, light crossbow, bracers of armor +2, brute ring, ring of protection +1, soap, trail rations x2, alchemist fire x2, entertainer’s outfit, courtier’s outfit, explorer’s outfit, jewelry, letter of explosive runes, bottles of fine wine x2, raven feather hair accessory, skull plaque, elemental gem bracelet (fire) Robe of Resistance +1, distilled universal solvent x2, Heward’s handy haversack, gauntlets of ogre power, torc of the titans
- Spells:
Cantrips- acid splash, disrupt undead, mage hand, prestidigitation, mending, open/close, ghost sound 1st- shield, magic missile, animate rope, burning hands 2nd- scorching ray, rope trick 3rd- fireball
- Exhibitionist:
Every time upon meeting a new group, excepting obviously dangerous individuals, make a will save or take off clothes Will not put clothes back on until someone with a lawful alignment tells her to do so, or the town guard arrives to arrest her, or until she is paid 1 gold per effective character level
Cora was one of my early attempts to make a spellcasting character, a lot like I did with Selruil, except that she was a lot more playable and personable. Unfortunately, she lasted an even shorter time. I think her campaign literally lasted one session before people got bored and it was binned, which was sad, because Cora was set up to be so fun to play Cora moved away from home at a fairly early age, into the big city. She soon ran out of money, and the only way she could pay her way was to sell her body. In the Halfling spirit of things, she went out of her way to enjoy doing so, to the point where she habitually took her clothes off in public just so she could see the shock on people’s faces (which she took as a compliment). Prostitute, performer, fashionista, social butterfly, small-time info hustler, and eventually adventurer, Cora led an interesting life, to be certain. That would have continued too, if she’d been given half a chance. Oh well | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Mon 21 Mar 2016 - 22:56 | |
| Amanda Moreau - Character Details:
Alias: Props, Squick, Ahm
Gender: Female
Age: 23
Career and Skills: Amanda has been an actress for most of her life; she was practically born for it. Just from watching someone or reading a short description, she can become a completely different person, and then another, and another, before changing back again. Due to her extensive acting career and training, she is great at accents, singing, several styles of dancing, and even sword-fighting. Constant workouts keep her in shape, and she probably couldn’t get any thinner even if she felt like it (which, honestly, she doesn’t). She speaks a smattering of different languages, but not enough to really get by in a foreign country by herself.
Looks: Amanda comes in at a shade over 5’6” and about 115lbs. She has dark hair that just reaches her shoulders (it can be more easily managed or put up at that length) that is usually carelessly mussed when she is offstage relaxing. She has an oval face with a small nose, thin lips, and wide, expressive eyes. She has fair skin, and has built up calluses on the bottoms of her feet and the palms of her hands from both dancing and sword-fighting practice. She has one scar, on the sole of her foot, from a nail that was left lying onstage. All in all, Amanda has a face and body that can easily be dressed to suit any role imaginable, which makes her a flexible and valuable actress.
Personality: (Not only do you describe how your character acts, but include hobbies, dreams, aspirations, and even thoughts on particular subjects such as the war or how they view the powers that came to be.) Amanda is on the whole a very quiet and modest girl, quite different from what most people expect from seeing her onstage. She only really opens up around people she is familiar with, where she is revealed to be a silly and adorable individual who doesn’t quite feel comfortable in her own skin. Amanda is modest mostly because she doesn’t really feel like she has accomplished much of anything. If she is a fine actress, it is because she had great teachers to teach her and peers who were good enough to push her. She feels very lucky to have landed so many roles, but she still feels like her performances aren’t quite lively enough. To the contrary, Amanda’s seemingly limited personal appearance is what allows her to take on roles so completely. By keeping herself to a very blank slate to begin with, she gives the character much more room to spread out and grow. Amanda has a love for cookies and raspberries, plush pillows, and horror films (isn’t it interesting how those who most love horror movies are those who would not survive them?)
History: Stage acting has been a part of Amanda’s life for as long as she can remember. She remembers being read books as a child, and reading whatever she could get her hands on during her early schooling. She did not have many friends , but she did get involved in school and community plays as early as 8, and it just became her thing. It felt more natural to be someone else, either in a book or in a show, even if it was just pretend. Her skill and talent were such that she was actually scouted for parts in big company productions when she was 15. Those roles led to other roles, onstage and occasionally onscreen. She made a great many new friends during her various productions, but she still tried to keep to herself, as much as she could, and read up on new characters and outlines. It was a good life.
When her began to slow down, Amanda decided to go enroll in a nearby college in order to add more skills to her repertoire, and to further hone her own acting capabilities. She has been taking classes on and off, whenever she can, for the past four years, while rehearsing and performing whatever show she happens to be involved with at the time.
Development: Amanda’s story arc actually revolved around her losing her grasp on who she, personally, is. She was always good at putting on a mask and becoming someone else entirely, but she was always able to remember that she was Amanda Moreau. After she enters the Pits, however, she begins to forget how to come back to being herself, a prospect that legitimately scares her. As a failsafe, while she is still fully cognizant, she created a series of ‘scripts’, so as to give her something solid to fall back on. Nurturing, adventurous, sadistic- she created a series of characters with a variety of traits to help her survive life in the Pits, which was well enough, because she did eventually lose track of who she was altogether, and that set of documents became the only thing that kept her moving, as the first thing she read or the first person she saw on a given day became the framework of how she would act that day. If you watch the ‘House’ episode on Mirror Syndrome, you might get a decent idea of how she might act. I didn’t really intend for Amanda to be able to survive or act very easily outside of the Pits- she was built specifically for that book, and if she appeared anywhere else it would probably be in a mental treatment facility somewhere, receiving the psychological help that she most definitely would need. Hmm, maybe Quinn could be treating her?... Nah, Quinn is a medical doctor, not a psychiatrist (though she could probably wear the hat anyway)
Powers:Kinetic Manipulation
Amanda was designed as a character for one of Best's attempted 'Life in the Pits' rps over on the Terraria forum (the old version, not the new version). I had her pretty well set up as a character, and i actually looked forward to designing various different personas for her. Alas, it was not to be, as people rather quickly lost interest in the roleplay and it died within a few weeks of beginning. Sad, but it seems to be a running theme, sad as that may be Funny thing, though: Kinetic Manipulation was fun and all, but i actually wanted Amanda to cycle through powers until i found one i liked, which for this character might have been either intuitive power or umbrakinesis. At this stage, who honestly knows *looks at watch* meh, at this point, might as well go ahead and bury Eveleen *from behind the trees* I'm not dead yet! *sighs* yeah, i know | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Mon 28 Mar 2016 - 11:41 | |
| (Nameless Drow Priestess)
What level is geas, and can I use it as a cleric? Is it possible/reasonable to have my character start campaign w/ the disease warp touch? Using silent spell, can I still cast if I am in the middle of a conversation? If a character were in a coma-like stupor (suffering the effects of sannish, for example) would they still be allowed will saves vs mind-effecting spells and effects? High mental stats, mid-ground Con, dex or str dump? Do I want to go warpries, full manipulator, or a mix of both? 1 day- 1 dose of liquid agony per person. No person can give more than 1/day, and cannot produce more doses than they have con score Assume 10 Con 400 people (half finishing cycle, half entering), produce 400 a day, or 2000 doses in a 5-day period (when the veteran half are leaving and the new batch is coming in). assuming 30-day months, this means 6 cycles, or 12000 doses a month @ 3xp per dose, that is 36,000 expendable xp in a given month, using average humans Assume cost of upkeep per 5 day cycle is 5cp 5cp x 10=50 x400= 20,000cp x 1/10 x1/10= 200g upkeep, which is the same as the market price for a single dose of liquid agony. So per cycle, it costs me one dose to pay for the upkeep. The real cost is getting everything set up
Drow ‘priestess’ What does priestess mean in this case? Requires a few levels of cleric (or in rare cases warlock) but can otherwise be whatever works for them
Some subsets under consideration • War-priest- on the lower end. Need to double-check but WP tend to be more main-line melee tanks. I want her to have some physical presence, but not quite to this degree. Like I said, need to check • Manipulator- crossing with others, this is probably the front-runner; deceiving others on the ship, acting as an ‘elven cleric’ while in disguise. She works from behind the scenes, getting others to do the heavy lifting while she takes what she wants. If going the builder route, will need at least part of this in order to pull off some of the bigger schemes. That said, if I don’t want to go through the trouble myself, I can always have others craft for me. • Builder- manufactures magic items and builds constructs to kill for her. Sure the manipulator could get someone to do this for her, but the builder cuts out the middle-man • Gunslinger- idea I had where the priestess came to the surface, discovered guns, and converted a lot of her stuff to use firearms instead. Ranged is not optimal for a cleric, but still • Warlock- just what it says- warlock instead of priest. Opens some options, closes others. • Healer- any cleric can heal injuries, even a cleric of Lolth. Mind you, a dedicated healer can still fill other roles, this would simply be the foremost focus • Main caster- magic-heavy. Clerical focus and magic prestige classes to get the most from spells • Leader- is building an army- followers, mercenaries, constructs, what have you • Necromancer- ties with leader, otherwise pretty self-explanatory. Honestly, manipulator seems the best. It matches what I want, doesn’t distract from spellcasting or physical fighting, just focuses on using her presence as a face to get what she wants
Corrupt spell-like ability, dark speech, evil brand, lichloved, willing deformity, deformity (eyes)
This is a character who never actually got a name, but I really wanted to play. She was going to be a drow priestess who came to the surface for power, and I was most likely going to run her as a manipulator/leader who amassed her own personal army while posing as an innocent cleric on Dom’s ship. The odds were good that the party would never even know what she was doing, because she would never do anything visibly suspicious, and only late-game when a particular trigger went off would she drop the façade and let her colors fly. The wall of text, theory, and math up at the top was actually the basis of a scheme for her to get cash-flow to fund her efforts. She kidnaps people (or has them kidnapped) in large quantities, brought to a certain location, and tortured on special equipment, day in and day out. Each day, this specific combination of torture, equipment and magic produces from each person a dose of what is called liquid agony, an evil and magical substance that can substitute for experience in crafting processes or increase magical power. They could also be sold on the market, fetching 200 gold a dose. Doing this, she could pay her mercenaries, build golems, or any other number of things. The scary thing? The above numbers were only for a single increment; if I increased the numbers of people in the facility or simply had more facilities, her gains increased dramatically. So you must be asking yourself: Jade, if you were so invested in this character, why is there only theory here? Why are there no details? Why are there no stats? Why doesn’t she even have a name? Well, that’s because this character was built for the current Artifact campaign that Umbra is running, and when I went to Umbra with all of these details and ideas, what I got back was, ‘yyyeah, drow don’t exist in this world’ … Sooo, the character was scrapped and we moved on
| |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Mon 28 Mar 2016 - 14:08 | |
| Ursula - Character details:
AKA: the Smuggler Female Shadar-Kai Neutral rogue 3/wizard 1 Height: 6’1” Weight: 189lbs Aged: 57 Silver-grey skin long blue-black hair w/ a single dark purple skunk stripe dark eyes tinted with vibrant purple
Str: 13 Dex: 17 Con: 12 Int: 16 Wis: 14 Cha: 15
Hp: 35 BAB: +2 Initiative: +3
Fort: 2 + 1 +0= 3 Ref: 2 + 3 + 0= 5 Will: 4 +1 + 0= 5
Skills: Ranks Hide: 9 Listen: 8 Move Silently: 9 Search: 6 Spot: 8 Survival: 6 Appraise: 6 Bluff: 5 Diplomacy: 5 Disable Device: 5 Gather Info: 5 Know(local): 5 Use Magic Device: 4 Know(arcane): 13(wat) Know(A/E): 1 Spellcraft: 2 Heal: 4
Feats: weapon finesse, born under the crescent moon, two-weapon fighting, open-minded Born under the crescent moon: +1 sense motive and spot, detect thoughts 1/day
Racial traits: sneak attack 1d6, hide in plain sight, shadow curse, superior low-light vision, +10 on hide and move silently checks Class abilities: sneak attack +2d6, trapfinding, trap sense +1, summon familiar, scribe scroll
Spells per day: 3 0-lvl, 1 1st-lvl, +1 1st-lvl bonus spell
Traits and flaws: Heightened smell, haemophilia Haemophilia: dc 15 fortitude or bleed as wounding. Bonus feat and +4 ranks in heal
Gear: map case, crowbar, grappling hook, silk rope, mirror, parchment x2, ink/inkpane, belt pouch x2, masterwork thieves tools, explorer’s outfit, wizard spellbook, mithral shirt, dust of tracelessness, eyes of the eagle, vest of escape, bag of holding type 1, wand of magic missile (lvl 3), silver dagger, potion of cure light wounds x3, hand of the mage, courtier’s outfit (ringmaster’s tails) w/ jewelry, top hat, black adder venom, large scorpion venom,nithrit ?dragonsplit, poison ring, smuggler’s locket, magical meathook, trick coin, source token, possum pouch, belt of hidden pockets
Stock: fiendish elixir, capote of dragonfly wings, circlet of convocation, stormrider cloak, basilisk’s maks, retributive amulet, requiem jar, ring of the white wyrm, powder of the black veil, slashing sand, najjar’s cloak of weaponry, metal slave collar, wyvern’s die
Ursula was originally conceived as a character from Johnny’s background, and was in fact his girlfriend. She was supposed to serve as kind of a trick mirror to Johnny, serving more as a merchant as an adventurer and trying to enjoy the life she had despite the curse instead of being an angsty ragelord. Thing is, that actually made her a lot more fun in concept, and I find myself now wishing that I had played her instead, having Johnny serve as something of a ‘mysterious stranger’ who occasionally helped the party out of tough fights. Oh well, live and learn Ursula was meant to be more playful, more cunning, and more slippery. She worked specifically as a smuggler, specializing in moving and selling magic items, which also meant that she had access to extra gear above and beyond what someone her level should have had. I do know that I had her set up to fight with a hook and dagger, and had high enough stealth stats that she could almost always pull off her sneak attack. I will say that Ursula was never fully vetted or played, and I came up with her character concept a very long time ago, so pretty much all this info is subject to question. | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Thu 31 Mar 2016 - 14:08 | |
| Eveleen - Character Details:
for eveleen- adamantine bastard sword? it'd be a little more expensive, at 3035, but it does include masterwork, and adds a non-magical +1 to damage as well as +1 to attack, and is harder to damage/destroy a masterwork cold iron longsword is 330, so would it be much more to make a bastard sword out of it?
this won't come into play for a while still, but potions of total focus 300g apiece, add +30 to a single concentration check made in the 24 hours after drinking it. ooohhh shit another one, might not work for eveleen- growth draught. has to be drunk every time you level up, at 3000 gold a pop. every 4 levels, instead of gaining an ability point, you add +1 to both Str and Con, and also gain 1d3 inches in height. buuut you can't benefit from a growth draught after level 12. still, that's a total of +6 ability points (or an extra +3, rather) for 11000 gold.
i forgot that since eveleen passed level 4, she has an additional ability point she can spend
rod of concentration? for 24k she gets skill focus concentration, combat casting (don't need), improved concentration, and split concentration (ok...) she would need to hold it, but she can either use a one-hand weapon (rapier maybe) or have it built into the handle of her sword not for eveleen- the rod of skill. allows someone who raises undead to impart the knowledge of their past life back to them (an alchemist knows how to make potions, a fighter gets feats back, etc)
hand of the mage- unlimited mage hand for 900g? anyone?
concealed armor? only offers protection as padded armor, but is easily concealed as regular dress, is masterwork in construction, and can be further enchanted. 160g for +1 ac, +8 max dex, and 5% spell fail a sniper's crossbow- 350g for a weapon w/ a range of 80ft and does 1d8/19-20/x2. the thing that makes it special is that it allows a rogue (or any sneak attacker, to make a sneak attack from up to 120ft away)
black metal- a substance combining cold iron and silver. breaks DR for creatures vulnerable to silver, and acts as a +1 weapon for purposes of overcoming dr of constructs, fey, and undead. increases weight by 50%, cost by 500g, and is required to be masterwork star's heart- a substance made from, well, a part of a fallen star. increases weapon price by 1000g, weight by 25%, hardness by 2 and hp by 10. it must be a masterwork weapon a weapon made from star's heart does normal damage to any object it strikes, completely ignoring hardness. ignores damage from normal weapons, and can only be damaged by enchanted weapons, or those forged of adamantine/mithril
Maneuvers Diamond Mind • Action Before Thought- use any time as a reflex save. Roll a Concentration check before your reflex and take the higher roll. A nat 1 is not an auto-fail • Emerald Razor- make a normal attack, except that to hit the attack counts as a touch attack instead of a standard melee attack. Damage is calculated as normal • Insightful strike- make a melee attack; if it hits, use a concentration roll to determine damage. Str, magic properties, etc do not modify the check • Mind over body- same as Action before thought, just for Fortitude saves • Moment of Perfect Mind- same as Action before thought, just for Will saves Iron Heart • Exorcism of steel- attack your opponent’s weapon without him gaining an attack of opportunity. If successful, opponent takes a -4 penalty for damage rolls for the next minute. Will save of 13+str mod halves the penalty. Cannot use against natural weapons • Iron Heart surge- when used, pick one spell, effect, or condition affecting you with a duration of 1+ rounds. That effect ends immediately, and you gain a +2 to attack rolls until your next round • Steel wind- make 2 melee attacks, both at separate enemies you threaten. Resolve each attack separately. • Wall of Blades- Make an attack roll and decide between the result and your ac as the effective ac against your opponent’s attack. Can use after learning the result of an enemy’s attack Stone Dragon • Mountain Hammer- make a melee attack. If successful, deal +2d6 damage that overcomes dr/hardness • Stone Bones- make a melee attack. If it hits, you gain DR 5/adamantine for one round • Stone Dragon’s Fury- make a melee attack vs an object or construct. If you hit, you deal +4d6 damage. Can be used w/ sunder
Stances Diamond Mind • Pearl of Black Doubt- each time an opponent misses you in melee, you gain a +2 dodge bonus to AC. This bonus applies to all opponents for the round, and is cumulative per attack. Bonuses last until your next turn. Iron Heart • Absolute Steel- gain +10 to move speed, and if you move at least 10 feet you gain a +2 dodge bonus to your ac until your next turn Stone Dragon • Roots of the Mountain- +10 vs bull rush, overrun, and trip attempts, as well as grapples. Creatures trying to move past you take a -10 to their Tumble checks. Gain DR 2/-
character name: Eveleen title/alias (if applicable): N/A alignment: Lawful Neutral race: Hengeyokai (formerly human) class, level, hd: Swordsage 3/warblade 2 additional classes, hd, and/or templates
additional character info (height, weight, hairstyle, eye color, etc) languages: Common Elven Dwarven
hp(lethal): (3d8)+(2d12)+Con (4x5)=59 hp(nonlethal): (3d8)+(2d12)+Con (4x5)=59 AC: 10+ armor + Dex + misc= DR Fast healing/applicable healing SR Other immunities other resistances
ability scores: base +race +lvl Str: 18 =18 =18 Dex: 13 +2 =15 +1 =16 Con: 18 =18 =18 Int: 14 =14 =14 Wis: 14 -2 =12 =12 Cha: 13 =13 =13 BAB other relevant combat info/caster info
Saves Base +ability +misc For: +4 +4 =8 Will: +3 +1 =4 Ref: +3 +4 =7 Movement: 40ft other modes of movement
weapons and attacks (natural to weapons)
armor and natural armor immediate and relevant necessary character info and special abilities (stuff you use a lot, artifacts, supernatural abilities, etc)
Skills (6+Int x8) + (4+Int x2)= 76 Balance, concentration, tumble, knowledge local, history, and nobility, jump, heal, ride, profession, listen equipment Gold: 9000 gold modifiers
other important things related to items but don't fit there (if you have leadership, for example, your people go here) familiar- if applicable spell list- if applicable
class things- this is where an artificer would put artificer knowledge, or a rogue would put trap finding race things: +2 dex, -2 wis (already accounted for in abilities section), +4 to Escape Artist
feats
flaws
traits character notes- dom's crafting stuff, vlad's cooking stuff
other- cohort character sheet and similar things
wish list
- Character Backstory:
Well, I guess I should talk about Eveleen’s background and story while I can still remember it. This one is a bit weird and convoluted, and some of it might not make sense, so just roll with it
Eveleen was born as either the second or third daughter of a noble family. While she was one of the older siblings, by technicality, the social needs of the family were already met- an older brother to carry on the family name, and an older sister to marry into wealthy society. So, the precocious Eveleen at the age of 8 or 9 decided to skip out on fulfilling any family obligations and entered into a sword school. Why was she enamored with swordplay in particular? She was, that’s all. She found it beautiful and challenging and a great way to achieve personal perfection. She studied several different styles, but mostly Diamond Mind and Iron Heart. When she felt that she had achieved all she could through simple practice and theory, she began to travel the world in order to apply her talents, becoming an adventurer. She survived many encounters and outlived numerous companions, including her latest former party, which was wiped out by a fae lord deep in a trackless forest. Eveleen walked away from this, but not as herself- her blade had left a telling blow on the fae, and he saw fit to curse her and make her live out her life under it, rather than simply killing her. This is how Eveleen went from being a skilled but otherwise normal human to a hengeyokai. Note: Hengeyokai are technically shapeshifters, but the curse locked Eveleen into the hybrid form. This is why she looks like an anthropomorphic fox than being able to switch between that form, a human shape, and a fox form. Also note that hengeyokai can be of virtually any normal animal- fox was a choice on my part
This form didn’t bother her so much, but it did bother her family when she was summoned home. You see, Eveleen had kept in touch with her family over the years, and they had recently fallen on hard times. Her brother had disgraced the family and ruined trade, her older sister had been killed in a tragic accident, and to top it all off a rising noble family had completely overtaken them. As part of an old tradition, the family had to send their eldest child to serve this new family, and with recent events in mind, they called Eveleen back. Eveleen didn’t mind her form much personally, but both her family and the one she had been asked to serve had some issue with anthropomorphic animals, and she was asked to wear a shaped mask to ‘hide’ her features. It didn’t really fool anybody, but it allowed her to skip over the social taboos and start work.
Now, she had been asked to serve as a maid for the youngest daughter of this noble family. Okay, she was kind of bratty and tried to make Eveleen screw up over the first few days, but much to her surprise the new maid fulfilled all tasks quickly and efficiently, and gave little more than silence to any rant. It wasn’t much fun tormenting someone who gave no reaction, so she quickly let her be. Then came the party The new noble family was hosting a ball, and many of the guests became roaring drunk. This number included members of a gang of nobles who were unhappy with the family’s meteoric rise to power, and given the alcohol and the opportunity they tried to assault the nearest family member, which happened to be the youngest daughter. The drunkest and brashest of them drew his sword and swung it down upon her head -only for it to be intercepted by Eveleen’s shoulder. Eveleen had come from nowhere and activated one of her martial arts to make her skin take on the hardness of stone, causing the blade to bounce off. Eveleen then challenged the group of them to a duel to protect her mistress, because although she didn’t particularly like her family for putting her in this place, she still had enough loyalty to her family name want to do well by it. So she drew a black kukri from the slit in her dress took a stance. In what would become known as one of the finest displays of swordsmanship the city had ever seen, Eveleen curbstomped all of them Then, in true maid fashion, she ushered everyone onto the patio so the scene could be cleaned up, and personally helped move the bodies off the floor. She had intended to go right back to her duties, but the girl insisted that she stay by her side the rest of the night The days went on, but things began to change. Due to her knowledge and skill, Eveleen was made head maid, and given charge of directing her fellows under the command of the head butler. She was designated the personal servant and bodyguard for the young girl, and was often asked to tell her stories of her adventuring life. And, eventually, the girl developed a thirst for new stories, so she permitted Eveleen to take sabbaticals back into the adventuring world, on the agreement that when she returned she would regale the girl with more and greater stories
And that is how my character Eveleen came to be
Eveleen was designed for a campaign that Plu-V was going to run…buuut given how it has been about 4 months and there hasn’t been any real talk about the campaign, I am going to guess that it is already dead. Still, I loved this character, so I am going to go ahead and bury her here. The actual class set-up for Eveleen was really tricky, because I knew I wanted her to be good in main combat, and have a shit-ton of maneuvers she could utilize. Well, swordsage offered her plenty of skills and maneuvers, as well as the bulk of the disciplines I wanted her to have, but warblade offered her full BAB, some useful class skills, and was the only class that could utilize the Iron Heart discipline. So I finally broke down and had her multiclass. I think that at around lvl 18 she was going to be an 11/7 split, favoring swordsage Discipline-wise I had to cut down severely on what I wanted her to use. I finally settled on Diamond Mind and Iron Heart in order to emphasize her calculating, rational mind, massive willpower, and high level of skill, throwing in some Stone Dragon for extra strength, power, and defense, and sprinkling some Tiger Claw to give some dichotomy between the calm storm she displays and the primal rage she has deep inside her. Dramatic? Yes. That’s the way I do things With this build, Eveleen was meant to be a mobile fighter; not exactly a tank, but still a frontline combatant who could dish up damage consistently As you can probably tell, Eveleen’s main weapon was going to be a bastard sword, a favored weapon in both of her primary styles. This one in particular though was made out of what was known as black metal, a combination of silver and iron. This mix allowed the weapon to be of special threat to anything vulnerable to silver, as well as acting as a magical weapon versus constructs, fey, and undead. Her back-up is her kukri, which acted as her primary when she was working as a maid (as she couldn’t exactly carry around a full-sized sword without making people nervous). This particular weapon was beautifully made, and was constructed of adamantine, making it naturally more deadly of a weapon. She was also going to have a greatsword of some make and material to emphasize Stone Dragon maneuvers, but I decided to ignore that at game start and decide whether or not it would be worth it later in the game As for her look, I knew basically what I wanted it to look like, but there really isn’t too great or easy a way to describe it so here we go Her dress looked mostly like this: https://56.media.tumblr.com/80a030354ab1aec0b01dae248684b599/tumblr_nudyd1WQMb1r2r59eo1_1280.jpgmixed with a little of this: https://56.media.tumblr.com/9ce25248968701c86c83effd0f2ceeea/tumblr_nu2o4hyXGV1r2r59eo1_1280.pngbut Eveleen herself looked a little bit more like this: http://www.deviantart.com/art/Kitsune-Lanza-71517589just with much darker fur | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Wed 15 Jun 2016 - 20:19 | |
| Leena - Character Details:
Female 26
Before she gained her new powers, Leena was a rather pretty young woman: 5’7, lightly tanned skin, beautiful red hair, and haunting grey eyes; a trim body, lovely, long legs, and an ample swell to her chest. Unfortunately, those days are gone now. Her appearance is now that of a mass of slime, ~50 gallons in volume, and dark, reddish-purple in color. She can take on a roughly humanoid figure, but at the cost of great concentration. If she relaxes and releases hold of her mass, she actually covers more space than usual.
Personality: Given her history, one may expect Leena to be angry, bitter, resentful, or jaded, but she is still very much the girl she has always been. Oh, her parents’ deaths left a mark on her life, but taking care of her sisters had always been her job, since she was seven years old, so it made no difference to her. The things she did to support them may have made her uneasy, but she learned many skills and gained a lot of confidence in her years on-stage.
Leena is, or rather was, fairly happy, benevolent, and caring. She pretty much embodies the trope ‘hooker with a heart of hold’, as despite the events of her life she is still patient and sweet with pretty much all who crossed her path. The sole exceptions were those who hurt her sisters, to whom she could show rare moments of savagery, both physical and not so physical
Leena comes off as care-free and happy-go-lucky, but she is actually rather shrewd in her planning: she has picked up a lot about businesses, banking, and investing over the years, and has sunk a lot of time and effort into setting up plans for her sisters to be economically stable if something should happen to her (like what happened to her parents). Honestly, she has relatively little ‘free time’ as it were, but tends to spend it idly dreaming up stories and people to tell her sisters about, and wandering into strange bouroughs to pick up new skills and knowledge to take home.
Once safely back home, she takes a shower and collapses onto her bed, only to be awakened hours later by Serafima, and proceeds to spend her actual off-days with her and Daciana.
Towards the Honor Guard, she saw them as potentially dangerous, as she did any law enforcement, but also saw them as potential saviors. It depended heavily on the person behind the suit, and not the suit itself. The thing is, she sees Alphas in much the same way, as mostly misidentified, but still acknowledges the threat they pose to regular society.
Leena is currently at a crossroads: on the one hand, she is wondering what she did to deserve this, and it has occurred to her more than once that this might be divine punishment for the life she has lead, though she knows logically that this is not likely to be the case. She does not want to endanger others, and thinks that it might be for the best if the Honor Guard destroy her quickly. Yet, every time the HG have come close, she has kept to the shadows, showing that, on some level, she still has something to live for, something that disallows her from dying just yet. But if not her sisters (who should be well-cared for, due to her investments), then what could it possibly be?...
Possessions: Being a creature made of slime, Leena can only carry things inside her, and she has been able to keep very little: her own wallet (couple of credit cards, some loose cash [~100 bucks] and a picture of her sisters), the man’s wallet [hasn’t been able to open yet], a sturdy metal pen [hers], a small handgun [the man’s], and a ring [also hers] (note, that man’s wallet is actually going to melt. Don’t tell her though…)
Powers: Liquification [4 ranks] (normally a 6pt power, due to her negatives it is a 3pt power) Kinetic Absorption [1 rank] Blood Color [2 ranks]
Negatives: Leena’s new slime form is permanent; she cannot under any circumstances change back to the way she was. Also, since all she has is slimy appendages with no real bone structure, she can only apply the crudest of force to anything. Pushing a single button by itself is easy enough, but typing on a keyboard is beyond her. Pulling a lever would probably be difficult. Also, due to the nature of her slimy new body, anything below a certain hardness cannot survive inside her
- Character Background:
Leena grew up in New York City with her parents. The eldest of three children, she always watched out for her sisters, Daciana and Serafima. While she grew up to be very pretty, and had a number of suitors, Leena knew exactly what she wanted to do with her life. Leena wanted to become a flight attendant/pilot, and would always regale her two younger sisters with stories of the adventures she was going to have when she traveled around the world however, when she was finishing her schooling, one of her very competitive classmates gave her a false time for the final exam, so she missed it completely, and failed the course
surprisingly, she did not hold a grudge
still, since her parents died earlier that year in a car crash, she had to take care of her sisters, and didn't want them to face the reality of her lost dream, so she started working a number of jobs at really weird hours. She was a very energetic type, and needed remarkably little sleep to get by.
one of her more successful and steady jobs was being a stripper, which she enjoyed, but it wasn't exactly something she could talk to her sisters about, so she just made up stories about things she was learning around the world on the odd days she would be home. During this time, she also, among other things, worked as a secretary and even did some amateur pornography on the side. Not exactly the most glamorous work, and it was certainly an interesting discussion to have with her priest, but it put money in the bank for her sisters’ futures, so she just smiled sheepishly while she deposited her royalty checks.
She was on her way back from a night stripping when she stumbled across a man who had been mugged and beaten half to death. while she tried to stop the bleeding and keep the man alive, *pop* powers activate
she desperately tried to hold on, thinking that she was fainting, or that she was under attack as well, and tried to hold on for her sisters' sake. that resulted in guy getting absorbed, and her shifting into goo form entirely
she was horrified, and tried to make her way home, but on the threshold she froze, realizing that she didn't want her sisters to see her this way
she tried leaving them a note, but with only slimy appendages she had almost no fine motor control, and could only leave the scrawled words 'Daciana..Sera..fima.., I love you' before she became too distraught to go on, and left that rather cryptic message as it was
she snuck into church (being the good catholic that she was) and went to the confessional both she and the priest didn't know what to do, but the priest did end up calling the honor guard, which she predicted would happen, given her condition. she forgave him and even commended him on his actions finally, she asked the priest to promise her one thing: 'the next time my sisters come her, perhaps it would be best for you to forget I was ever here' she gave a sorrowful goodbye, and slithered out in the pre-dawn darkness. when the honor guard arrived, she was gone
- Power Specifics:
Leena Points 20/20 Points Left - 0
Liquification (3) -Is Permanent- -Cannot hold human form nor do dextrous actions very well- -Is always acidic- Rank 4 - Acidity - Acidity - Can travel through other liquids without dissipation. - Doesn’t need to eat to sustain, but needs to in order to ‘heal’ or gain mass.
Kinetic Absorption (6) Rank 1 - Defensive : Can accept forces as high as 100lbs of force and distribute it equally around her body at will. If active thought is made the body can retain its shape easier, but passively it’ll make a mess.
Blood Color (1) Rank 2 -reddish-purple -magnetic blood (draws back together if separated)
LEENA IS A BADASS
Oh god, where do i start with this? Leena was, as most of you will recall, my character for the latest Alphas campaign, which should tell you why she ended up here. And the thing is, I love this series, I enjoy hearing about this setting and its details, and coming up with characters for these games is always a great time, but it is becoming so. fucking. hard. to get into these games, because without fail these games have ended before we even get through day fucking one. I realize this is nothing new to games, but it's still discouraging, because so much time and energy goes into putting a character together and imagining what will happen with them (both within the confines of the game and without), so to have all of that go to waste is just... yeah anyhow, onto better topics Leena was specifically meant to take me out of my comfort zone, being more of a social butterfly and a kind of 'party face' while at the same time being someone who couldn't actually blend in with normal society. The other thing that made this character especially difficult for me in particular was the fact that i forced myself not to set anything in stone. Oh I had headcanons of what she would be like and such, but Leena was meant to be a character who was shaped by the world around her. Yeah, I had her set up as a happy, pleasant, and overall 'good' person, but after so much happened to her she could have swung either way. On the one hand, she could have had great support from her fellow alphas over the course of her change into a slime girl, and kept up how she used to be, protecting and helping people, and eventually becoming an Alphas liason and diplomat after the events of the UnHonorable War. On the other hand, she could have gotten no help in a world that largely considered her a monster, and eventually just broken down mentally and ethically. In the latter case, she would have started fighting out of frustration, until she found out she liked fighting and hurting people, eventually becoming a cruel sadist who enjoyed torturing and killing people just because she could then again, it could have been that neither of these came to pass. who knows? I never will I picked Leena because I specifically wanted to go with the slime girl aesthetic, but after thinking about it Leena actually got a fuck-ton of other benefits, from all-directional vision to virtual environmental immunity (didn't need air, immune to toxins and diseases, etc). Hell, one of her really cool abilities that i never had the ability to become obvious was that while she needed to eat to survive (technically) she also had the ability to eat solely for the purpose of gaining mass, which allowed her to increase her strength and tanking ability dramatically, at the cost of being stupidly visible. future powers were undecided, for the same reason that her character development was left unfinished. that said, i actually had a recurring desire to give her bullet time for pure entertainment value. and at the end of the day, that's what I wanted out of Leena: a good time. I set her up to just go with the flow. if her sisters re-enterred the campaign at some point, fine, but other than that she would have just adapted to fit whatever we were doing, and allow me to have fun at the same time Oh, and a final note since i think it was funny: her costume in-game went through a couple of different ideas, which also included a genderbent version of Doctor Octavius (spiderman) and an armored battle suit (which is why i actually wanted to fight my first Honor Guard initially), but i finally settled on kind of an Amazon-type disguise. Between the huge stature, the musculature, and the...shall we say assets, there was plenty of room for Leena's amorphous body to settle in (which was good, because she was carrying the body mass of two people at that point). the suit itself was hard to describe, but I'll do what I can. the bulk of the costume was made basically of neoprene, like what a scuba diver would wear- all black except for some stripes of green and black along her sides and going down her limbs. Over the bodysuit however were some pieces that looked a lot like scales, and were meant to simulate armor. there were two panels for her chest, one on her front and one on her back, there were grieves, gauntlets, and pauldrons. I said this before, since i couldn't find a good picture, but if you ever go and play Neverwinter Nights 2 with a female character and end up wearing scale mail, that's essentially what it would look like. Finally, she wore a wig of black hair over the hood of the suit, and a mask over her 'face'. the mask was also basically impossible to find, but if you watch gladiator, and see a lot of the steel/silver masks that a lot of the gladiators wear, it would like like one of those, except it would look like a snake baring its fangs. Leena was a lot of fun coming up with the design for, and it is a damn shame she never got her due time in-game | |
| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Thu 16 Jun 2016 - 16:39 | |
| Odds I don’t even know where to start with this character, though I should probably preface everything by saying that this is perhaps the single most controversial character I have ever created. That won’t make sense right now, but trust me, you’ll get it. Little bit of background fluff: in this world that was custom-built by Best, Odds was born in izmer, which was basically a country of xenophobic humans who hated anything that wasn’t human. Since she was born of a human mother and a ghostly father, Odds childhood was torturous. Case in point: Odds is the closest thing to a name she actually had, but she was never given a real name; Odds is something she started calling herself just so that she was certain she actually existed. Life was so bad for her in izmer that she actually ran away at the tender age of 8, made her way south, managed to get passage on a ship, and ended up in the Burning Lands. The Burning Lands were a series of interconnected volcanic islands inhabited by the absolute worst humanity had to offer. It was in the Burning Lands that Odds learned the secrets of chaos magic, and discovered that killing things was preferable to actually putting up with people. She developed from there and eventually became known as ‘That Bitch’, with a reputation for settings towns on fire just for fun. Odds’ primary motivations were two-fold: first and foremost, she wanted to enjoy herself. She was born with one foot in the grave, and her own magic threatened to kill her at any moment, so she made a point to simply have as much fun as she possibly could. Secondly, she desired power. She grew up despised and neglected, and she wanted to become powerful enough that there wouldn’t be a single sentient soul from the Abyss to the Heavens that didn’t know and fear who she was This was fantastic for me, because I have this bad habit of making characters with very specific and thematic motivations that almost never turn out how I want them to. With goals so simple but also so vague, but with a still-defined character, playing Odds was very simple. But, it came with a problem… The specific campaign we were set up for more or less required that our group’s members be able to work together. Pretty much the entire group told me that trying to play a chaotic evil character would be next to impossible for this game, but I thought to myself, ‘guys, all we have to do is make sure she has people to kill and we’ll be fine. Saving the world might not appeal to her, but we have shiny artifacts and a world full of assholes- this’ll be easy.’ I was…sadly mistaken, and that showed itself from session one In our opening battle, I made an explosion and decided that the rest of the group had the fight well in hand, so I went back and started looting the body of one of the people who had showed up to our meeting, taking some gold and the artifact he was carrying. To me, this was nothing to get upset over, and I wasn’t even trying to hide it, but apparently the simple fact that I did it and didn’t explicitly tell the group set the tone of small issues that made playing Odds almost unbearable. The big issue though started with the DM asking me a simple question. Best happened to ask me if I would be willing to kill another party member, because he wanted to have things prepared. I didn’t want to throw him or a loop and I wanted to be honest with him, so I said yes, because Odds totally would. That said, I didn’t want to just fight the party over anything, because that would ruin the game (lol) so I limited myself to one instance, and I told Tim as much: I would only kill another party member If we found an artifact that Odds really wanted, Odds Told the party she really wanted that artifact, and another member of the party basically said, ‘you are Never getting your hands on this thing’, and Actively made attempts to stop her. Even In this case, I made a point of saying that I would only fight That Particular party member. I thought this was all well and good: true to the character, but it was so specific it would never come to pass. Well, no. Turns out the DM wanted the party to know that my character was willing to party-kill, but apparently forgot to mention the limitation. This raised many red flags, and one particular member of the group took it very personally, and though I hadn’t done anything against them or against their character at all, they made very pointed comments at me, prepared to fight me at any time, and was generally distrustful of me. And…it kind of went downhill from there. I should probably mention at this point that I was also dealing with perceived trust issues from this and one other party member due to a previous campaign. This’ll make sense in a second. So here I am, distrusted by the group in general because I am the only evil member of the group and apparently I am willing to fight them at the drop of a hat. Due to this, I go off to do stuff by myself, because it is less stressful that way. I even go out of my way to Only do really evil stuff on my own time and away from the group. Hell, I even went out of my way to try and be secretive about stuff, not because I was trying to harm the group, but because I just wanted to be alone and have some space to myself. But, regardless of what I did, either do to the DM spoiling things for other people or due to the party’s own distrustful scrying on me, everyone always knew what I was doing. Always And it just started to grate on me, and it actively pissed me off. So I started doing worse things, thinking, ‘okay, if they are going to distrust me no matter what I do, then fuck it, I’ll give them something to worry about’. This eventually ended up included cloning myself and Actively making plans to combat the party. Yeah, that’s right. I did not go into the campaign wanting to Party-Kill, but due to the party’s own actions I was fucking Ready to throw down. It eventually got to the point that not only were some of the other members of the group considering quitting the game simply because of the stress of gaming with me, I was considering the same thing, because I was sick and tired of having to deal with their distrust of things that they’d usually only imagined I had done Which I still find incredibly sad, because Odds was, hands-down, the single most-fun character I have Ever played in a D&D game. Like I said before, I usually create characters that I don’t get to play to their fullest because the thematics don’t fit in with the campaign as a whole, but it actually goes deeper than that. In basically every game I have ever played, I have felt overshadowed by the other players. I usually play well-rounded characters, which leads to my getting outplayed in literally everything I do because the other players specialize So Heavily that they are basically gods (in some cases, this statement is actually literal). Needless to say, I end up feeling useless and redundant, and that does not make playing the game any fun for me at all. But with Odds, that feeling didn’t exist With Odds, I didn’t have to give a shit, because not only did her stupidly-powerful chaos magic allow her to keep up with the rest of the party, but she didn’t care. I just did whatever was fun for me. Even when I was under intense scrutiny by the rest of the group, for the first time since I started playing D&D six years ago, I was having the time of my life playing this character. And I think that is the reason I am still so salty about the rest of the party’s treatment of me and of this character, because this was a character that I enjoyed playing without restraint and without remorse, but because of how she fit in with the party dynamic I couldn’t express or share my sheer enjoyment of this character with anyone else. Hell, that’s probably the main reason I Continued to play Odds, even when it became apparent that it was going to be so stressful. I had come up with Multiple back-up characters, but I could never just make the leap, have Odds plane-shift out and bring in a new character because I wanted so desperately to defy everyone else and show that Odds was a fun but viable character. *sighs* Oh well, the campaign is over now (still partially convinced that the campaign died because of me, but Best keeps insisting that is not the case) If there were a redeeming factor to be found in this whole affair, it would be that in the aftermath and in the very long discussion over how I acted during the campaign, the main person who had a problem with my playing Odds in this fashion admitted that I played Odds true to form, and even admitted that Odds would have been a blast in a different campaign- it was just that I played Odds in the wrong campaign to have her be enjoyable for the group as a whole, and not just myself With that in mind, Odds is going to be probably one of the first characters I outright PLAN on bringing back in future campaigns, just with a bit more forethought into how she will fit in with the other party members - Character Specifics:
Odds - Character title (Optional) (Example: The Million Gold Man) That Crazy Bitch - Immediately important information about the character's name or title, or additional title information (Example: I put Dom's ship's name here) - Alignment Chaotic Evil - Race Fetch - Class, level, HD Chaos mage lvl 19, 19d4 - Additional classes, HD, and/or templates - Additional basic character information (if relevant, height, weight, hair style, eye color, etc) (Example: I listed Dom's weight here because it factors into falling damage, also listed height because he's abnormally tall) Height: 5’11” Weight: 137lbs Hairstyle: long, oil-slick black, slightly floating hair Eye color: Pale Green Odds has a number of very deep scars across her back and upper arms, which tend to seize up at inconvenient moments Languages: Common, Draconic, and Dwarven - HP/HP (Lethal) HP: (19d4) + (19*5) + (18*3) + (3) + (10) + (10)= 48+60+42+23= 238/238 - HP/HP (Nonlethal) HP: (17d4) + (17*5) + (14*3) + (3) + (10) + (10)= 48+60+42+23= 238/238 - AC: 25= 10 + armor (5, 1 tunic) + 5 (natural) +5 (deflection) + 1(4) (Dex) - DR= N/A - Fast healing (or other applicable healing-based effect)= Regeneration 5, only susceptible to cold - SR (or other applicable anti-supernatural protection)= N/A - Other immunities Immune to ability damage, ability drain, Level drain, and the special attacks of ghosts - Other resistances 50 percent fortification vs critical hits and sneak attacks Due to being partially undead, even on a failed save , a fetch only takes half damage from negative energy sources, and takes none at all on a successful save A fetch has a +2 bonus to turn other undead. Conversely, however, they are also vulnerable to turning. A fetch takes 1d4 damage on a direct hit from a flask of holy water Due to her being an Electrical Generator, Odds takes half damage from any source of electricity Ability Scores (60) +racial = +(12)= +GoG/ToW= +lvl= +items Str: 10 -2 =8 =8 =8 =8 +0 = 8 Dex: 10 +2 =12 =12 =12 =12 +6 =18 Con: 10 -2 =8 +4 =12 =12 =12 +4 =16 Int: 10 =10 =10 +4 =14 =14 +0 =14 Wis: 10 =10 +8 =18 +4 =22 +4 =26 +10 =36 Cha: 10 +2 =12 =12 =12 =12 +4 =16 Flaw/Trait PoC +Artifacts Str: 8 =8 =8 =8 Dex: 18 =18 =18 =18 Con: 16 +2 =18 =18 +2 =20 Int: 14 =14 =14 =14 Wis: 36 =36 =36 +4 =40 Cha: 16 =16 +2 =18 =18 - BAB: +9/+4 More important for combat: http://grandwiki.wikidot.com/qcmg6Also, a typical caster level check requires a d20 + level + wisdom modifier. So Odds’ current addition to her casting is 19+15, or 34. Therefore, she can, on average, cast spells with a DC of 44, and without a nat 20 she can cast spells of up to DC 53. EDIT: Forgot to mention that Odds can actually make a spell with up to 4 effects, at present. Keep in mind that this is strictly considering her base abilities, and not factoring in any items she might have to boost this Saves: Base Ability Miscellaneous Fortitude: 11 +4 +1 =16 Reflex: 5 +2 +5 =12 Will: 11 +9(+14) +2 =22 (27) +2 vs fear, poison, disease, paralysis, and necromancy +2 vs mind-affecting spells and spell-like effects Add wisdom bonus to all saves vs mundane poisons and diseases - Movement: 35 ft - Other movement (Such as flight and swim speeds, or if a character can teleport at will) Flight: 35ft w/ perfect maneuverability - Weapons and attacks (I typically list natural attacks first, then weapons) - Armor and natural armor (See above) Snakeskin tunic: +1 armor Ring of protection: +5 deflection Boots of natural armor: +5 nat armor Ring of true seeing (1/day) - Immediate and relevant necessary character information and special abilities (Such as spells you use a lot, artifacts, stuff you use a lot, supernatural abilities, etc) (Example: I put Dom's upgrades here) Well, I already put the link for her chaos magic creation up top, but I can put it down here too: http://grandwiki.wikidot.com/qcmg6Telekinesis: every 1d4 rounds, as a caster of the fetch’s total HD Unnerving gaze: force target to make a will save (dc 10+ 1/2HD+ Cha bonus) or be shaken for 10 minutes DC: 23 Detect incorporeal undead: at will Ghost Form: 1/day- fetch’s body goes comatose while a ghostly duplicate that can move and act as normal, just without equipment. Can remain in this form indefinitely, or return to body as a full round action, healing 1 point per minute she was away upon returning. Unnatural aura- any animal can detect a fetch’s presence at 15 feet; they will not approach her further, and panic if forced closer, and cannot be calmed until they have retreated to that threshold. Call of undeath: 3% chance per level to become a ghost upon death Current Chance: 57% Darkvision 60ft or better if base creature already had darkvision Counts as undead for purposes of detecting undead A fetch has a +2 bonus to turn other undead. Conversely, however, they are also vulnerable to turning. - Skills As per the Twisted Insight feat, any skill that requires Intelligence, I can use half my Wisdom bonus instead Ranks Ability Misc Ranks Ability Misc Appraise: 0 +2( +5 =7 (13) Gather info: 5 +3 0 =8 Balance: 0 +4 +0 =4 Handle animal: 0 +3 0 =3 Bluff: +6 +3 +0 =9 Heal: 0 +15 0 =15 Climb: +0 -1 +0 =-1 Hide: 0 +4 0 =4 Concentration: 19 +5 +0 =24 intimidate: 0 +3 +6 =9 Craft (alchemy): 21 +2( +5 =28(34) Jump: 0 -1 0 =-1 Decipher Script: 0 +2( +5 =7(13) Know (arcana): 21 +2( 0 =23(29) Diplomacy: 0 +3 -2 =1 Know (religion): 4 +2( 0 =6(14) Disable Device: 0 +2( 0 =2( Listen: 0 +15 0 =15 Disguise: 0 +3 0 =3 Move Sil: 0 +4 +4 =8 Escape Artist: 0 +4 0 =4 Open Lock: 0 +4 0 =4 Forgery: 0 +2 +5 =7 Perform: 0 +3 -3 =0 Profession (C): 0 +15 +5 =20 Spellcraft: 5 +2( 0 =8(13) Profession(NC): 0 +15 -5 =10 Spot: 0 +15 0 =15 Ride: 0 +4 0 =4 Survival: 0 +15 0 =15 Search: 1 +2( 0 =3(9) Swim: 0 -1 0 =-1 Sense Motive: 0 +15 0 =15 Tumble: 0 +4 0 =4 Sleight of Hand: 0 +4 0 =4 UMD: 0 +3 0 =3 Speak Language: 0 N/a n/a =n/a Use Rope: 0 +4 0 =4 Know (planes): 9 2( =11(17) - Equipment *tattoo of wisdom +10- 25,000 *choker of con and dex +4- 5,000 *ring of protection +5- 50000, or 10,000 from ts *ring of major elemental resistance- 24000. from ts 5000 *Games of Galimates- 4000 and 5000 respectively. Granted a total of +4 to Intelligence. Expended *Tome of Wisdom +4- 20000 from ts. Expended. *cloak of charisma- the +4 from ts would only cost 3,000 *bracers of armor- 25000 for +5. could go as low as 1000 for +1. +5 from dom would be 5k *amulet of natural armor- the +5 would be 10,000 from TS *snakeskin tunic- +1 armor, +2 dex bonus, +2 vs poison. 8000 *10 wands of cure light wounds- 1500 8 full, 1 w/ 35 charges Potion of cure moderate wounds Ring of protection +2 Ring of true seeing 1/day Ring of true resurrection 2/day Harpoon cannon- 4d10 damage/ x5crit full round action to fire, dex bonus to fire, -8 to hit to fire as standard action. - Gold: 1,183,180 gold - Gold modifiers (such as a daily income or wealth score) (Example: I put Dom's Artificer craft reserve here) - Other important things that relate to possessions that don't fit in the above (Example: I put Dom's crew here) Familiar - Spell list - Class things (Example: I put Dom's Artificer knowledge here, as well as other things. For example, if you're a Rogue this is where I'd put trap finding and such) Chaos Counter-magic: caster check vs DC 10+lvl of the spell to be countered. Success means the spell dissipates, while failure leaves Odds open to backlash and the Paths of Chaos. Cannot dispel divine magic. Purge Chaos Magic- 1/week, Odds can purge herself of built-up chaos and take one step backwards on her Path of Chaos. This requires expenditure of 500 gold x the level of the step to be purged. - Race things (Example: Dom's a warforged, I noted what his racial bonuses and negatives are) Most are listed up above, but the rest will be listed here -2 Str, +2 Dex, -2 Con, +2 Cha +4 move silently A fetch ages half as quickly once she reaches maturity - Feats *Iron Will: +2 on will saves *Body and Mind- you may add your wisdom bonus to all fortitude saves to resist non-magical poisons and mundane diseases. Requires iron will *Dream ward- requires wis 13+. +2 vs mind-affecting spells and spell-like effects, and it only takes 1 round to rouse you from sleep *Resilient- add wisdom or con (whichever is higher) to any opposed skill check *Advantageous avoidance- expend one luck roll as an immediate action to force a foe to reroll a critical hit confirmation made against you. Two luck rolls may be expended as immediate action to force a reroll of an attack roll made against you, period. You gain one luck reroll per day. Special: this can be used After viewing the success of the roll to be affected *Magical Fortune- you can expend one luck reroll as a swift action to reroll damage dealt by a spell you have just cast. You can expend two luck rerolls as a swift action to reroll a caster level check. You gain one luck reroll per day *Brew Unstable Potion- you can craft potions of divine, arcane, or Chaotic nature with an Alchemy check but it's priced similarly to a normal Potion, which is spell level x caster level x 50. Cut that in half and you have your Potion. Catch? I do the roll, and failure means some... Unfavorable, but livable things happen. They also don't last forever like normal potions. But, you can also craft unstable and (if evil) Abomination Potions. Unstable Potions. Each of these are very powerful, and typically require a 'recipe' of different spells followed by an Alchemy check. Simple example, Potion of Angel Wings. Potion of Change Self, Feather Fall, Fly, and Polymorph. Make those, mix it together, make an Alchemy check, and you now have a potion that grants the drinker Angel Wings. Permanently. While a number of examples exist, the major power is what you yourself can figure out or come up with. And well, most effects generated by these, if transforming, are permanent. Abomination Potions. These are considered incredibly evil and anyone who practices in the creation of them and are known are typically shunned / hunted by the magic community. Simply put, they permanently transform the drinker into another race or, more commonly, monsterous creature. They retain the mental and the class, but physically are changed permanently unless turned back. These are very powerful but very dangerous to use because on the one hand you may become a much more powerful being, but the failure indicates you actually become a much weaker variety of that monster. And because the DM rolls the check, you'll never know until you try it *Twisted Insight- add half of wisdom bonus to intelligence-based skill rolls in lieu of intelligence bonus *Toughness- gain 3 hp and an additional 1 per HD beyond first *Improved toughness- +1 hp per hd beyond 1st and +1 on fortitude saves *Great toughness- +10 hp and an additional 1 per hd beyond 1st and gain the effects of Endurance *Spendthrift Crafter- cuts the cost of one craft in half (craft armor, craft alchemy, etc) --Chaos Corona- when a chaos spell is successfully cast, gain dr 2/lawful - Flaws *Compulsive Killer- If someone pisses you off, you must make a will save of dc (15 + CL) to avoid going out of your way to find a way to kill them that satisfies you. It takes a lot to piss Odds off, but if you manage to do so she will enjoy killing you *Dark Premonition- every 1d4 nights or at DM’s discretion, you have dark, prophetic dreams, forcing a will save dc 10 + ½ ECL or take -1 to initiative and will saves for 1d4+1 hours. In addition, the DM must tell the player 1d3+int modifier round before the traumatic event occurs, forcing the character to make another will save (dc 10+ecl) or take -1 to initiative and will saves until the event occurs OR do everything in her power to stop the events from happening *Deep Scar- when you fail a Strength check by 5+, you aggravate an old wound and are stunned for 1d3 rounds -Traits *Electrical Generator Benefit: You can charge your unarmed attacks and attacks with metal weapons for 1 extra point of damage, an electrical element designation, and the opponent must make a fortitude save (DC of 10) or become stunned for 1 turn. You can also use a lightning attack that can reach up to 20 feet in front of you that deals 2d4 points of damage. All electrical damage dealt to you is halved. Drawback: Due to the constant crackling of energy your body makes, you take a -15 penalty to all move silently checks. You also have an increased metabolism, so you must eat twice the amount of food that you normally need. When you contact water and you're not drinking it you must make a fortitude save (DC of 20) or you will discharge and damage yourself for 8 points of damage and hit everyone within 30 feet of you (friend and foe) for 4 points of damage. This fortitude save must be made every 10 minutes when swimming or in rain. *Craftsman You are exceptionally gifted in all forms of the crafts, whether it be Smithing, writing, enchanting or brewing. Those around you see you as a gifted crafts master, and look to you when they need a weapon fixed or some armour patched. Benefit: Whenever using a Appraise, Craft, Decipher Script, Forgery and Profession skill you gain a +5 bonus to the required attribute. Drawback: As a result of your increased crafting ability, any Profession skill that is not a craft and any Perform skill recieves a -3 deduction. *Headless: +2 on intimidate, but when hit by bludgeoning or force damage must roll against the damage or head falls off, giving the enemy either partial concealment or a 50 percent miss chance *Hel’s attention: 10 extra hit points and +2 Con, but now has a detectable aura of deadness *Outlaw Reputation You are well known for your outlawish past (or present). You may also just look like an outlaw... Benefit: +4 to Intimidate checks Drawback: −2 to Diplomacy checks and your Leadership score (if any) Special: If you succeed a DC10 Disguise check, you may ignore the bonus and penalties. *Jack of All Trades Benefit: +1 skill point per level (+4 at 1st level) Drawback: Your maximum number of ranks you can have in all skills is 1 lower than normal. - Character notes (Example: I put Dom's crafting stuff here. For Vlad, I put his cooking stuff here, such as what he cooks and whatnot) - Other (Such as if you have a cohort, this is where you may put their character sheet) Familiar: 7 HD Small size new lvls (180/2)= 90 hp Str: 4 + 0 +4 = 8 +1 =9 Dex: 6 + 2 =8 =8 Reflex: +9 -1 =8 Con: 7 + =7 =7 Fortitude: +9 -2 =7 Int: 7 + 3 =10 =10 Wis: 12 + 6 =18 =18 Will: +9 +4 =13 Cha: 6 + 4 =10 =10 BAB: +7/+2 unarmed attack (1d6/x2) AC: 10+13 (master’s Wis) +8 (1/2 CL) +1 (small)= 32 Skills: Spot +8, Listen +8, +8 Search, +1 Hide Feat: Alertness Bolster Willx2, Bolster Saves, telepathy out to 13 miles Flight at 40ft/rd. walk at 5 ft/rd Artifacts *Ferr Avenger- created from the death of an important being who fought under a god trying to restore that god’s honor. +5 acidic sickle/+5 shocking dirk 10d6 sneak attack. Can shoot the dirk or the sickle as ranged weapons with no range penalites Iron body w/ no penalties and hide/move silently +12 Teleportation- at will and move action Basic invisibility for as long as concentrating. Actually, there is another thing to it, several actually. If you make an attack from a state of invisibility, you do a sneak attack as a 20th-level rogue. Also a death attack, as an assassin’s ability. Specific detection artifacts can detect you while in invisibility, but they make an opposed d20 roll Apparently concentration checks are not necessary for some situations It has a chain linking it The chain and weapon are all at least partially made of aurorum, a celestial metal that is almost indestructible, which is funny because it was made by an archduke of the nine hells The dirk end can fan out and create a grappling hook; no, an actual Grappling hook. This thing allows you to make ranged grapple attempts and be instantly drawn to the thing you are grappling The sickle end, while extended, spins violently and Also, while holding it, you are shielded from all divination and perception, so long as you make no violent actions. Nothing that Dom at least can muster up can effect it. Whether invisible or invisible, you can create up to 11 illusionary versions of you, and you can manipulate how real or illusionary both you and they seem. While doing so, the illusions can be manipulated in their actions, but can only take one move or standard action. The illusions are at least partially real. You can make yourself ethereal, walking through walls and such, but only at 5ft a round, and only if you make no violent movements. All effects are boosted by vengeance There are charged effects The chain can entangle people, break the chain, and regrow, leaving the person entangled. Can extend the chain and use both weapons simultaneously Can extend the chain, use it as a garrote, and use it as a vorpal effect. If you garrote someone and you do it for five rounds, they are automatically beheaded. - Wish list (Put stuff you want to get in the future here. I always put it on the bottom so I can find it easily so I don't forget things) Circlet of Emf formed by storm god; similar to a vengeful storm. Used to be owned by monks, and wearing it helped gain insight into the world. Can tap into the insight of the monks and the power of the storm. While wearing, all mental stats go up by 2 ‘if you keep a cool head, you are sure you will figure this out’ When eyes are closed and you are wearing it, you gain 60ft touchsight (tremorsense). Can concentrate to create a pulse of force. Can also pull things towards me. I think I can probably effect and manipulate anything within range By concentrating, she can create a lightning bolt within 60’ that is almost impossible to dodge I can also manipulate thoughts and memories with this thing, though only simple effects. The Ferr Avenger and the Circlet of Emf can be combined to make my skin black iron and giving me virtually complete control of electricity, living things, sensation, and extended effects out to a radius of 60ft. Ubmalos- essentially dungeonmaker There are 2 more,one in the north, to the west of izmer, and one in the mountains of cordea We want one in yzarta, one in Droznik, one in Serth Ultimate base-maker and lots of shit Stored items: chaos cannon (1750), ring of protection +2 (8000), marble elephant of wondrous power (17000). 45lbs of steel (30), Hide armor +3 (9165), potion of displacemen (750), potion of lesser restoration (300), ring of protection +1 (x3) (2000 ea, 6000 totally), rod of metamagic, enlarge (11,000), staff of charming w/ 8 charges (2640), staff of fire w/ 23 charges (8165), wand of fireball (l3, cl5) w/ 8 charges (1800), morningstar +1 (2300), continual light candelabra Negative energy pool- costs 35,437.5 on the market would be 148,050 Wood golem potion- costs 2600 on the market 10,400 Heartclutch potion- costs 562.5 on the market 2250 Drown potion- costs 187.5 on the market 750 Shapechange (glyph of warding eye)- costs 3275 on the market 13,100 Animated object potion- costs 1950 on the market 7800 Symbol of pain/greater scrying- costs 2525 on the market 10,100 Immortality potion- costs 2037.5 on the market 8150 Phantasmal thief potion- costs 2987.5 on the market 11,950 Total cost: 51,562.5 market price: 212,550 Base money: 9000 Total: 290,480g Vendors: weapon seller- deceased Lysander: unavailable Grym the golem builder- active Artifacts stored: The Ukazio/Negation of Worlds Fix-It- hitting any construct, animate object, or object in general heals that object for 10 points of damage. It cannot deal damage itself. The more powerful ability, useable only once per week, has something to do with building or reforging something Artifact dagger- looks pretty basic, except with a wrapped-oak handle. Complete true soul resurrection That is literally it You can set any contingency you want, you stab yourself and immediately die. You only come back when the contingency is met, but then you come back period 5 guys instead- lvl 1 rogues Some fun random lists: http://www.d20pfsrd.com/magic/variant-magic-rules/primal-magichttp://www.angelfire.com/rpg2/vortexshadow/magic/unstablemagic.htmlNote for all potions: adding magic aura (lvl 1 spell, lvl 1 caster) for 50 gold allows for the disguising of the potion. Potion 1- shield, mage armor, protection from arrows, protection from arrows Potion 2- daze, touch of fatigue, obscuring mist, invisibility Potion 3- stoneskin, passwall, wall of stone, stone shape, earthquake . Basically, you are an earthbender Potion 4- inflict minor, light, moderate, serious, and critical wounds (trying to make this person either negative energy or simply capable of looking at an enemy and cutting them up, but it might just kill them Potion 5- doom and remove fear (their fear is shunted into a fear aura not unlike a dragon’s) Potion 6- regenerate + gentle repose (not necessarily an ‘immortality’ potion, but makes the user resistant to the effects of aging, not unlike timeless body, while also giving some small benefits. Basically, snapshot immortality. Great if you are young and healthy, but sucks if you are old, injured, or sick) permanency. (7*13*50)+(2*3*50)+(6*11*50)= 4550+300+3300=8150/4= 2037.5g Potion 7- desecrate and restoration; you can no longer be influenced by status effects. This includes positive ones, so buffs and healing spells. You have to heal all your damage naturally Potion 8- symbol of pain and greater scrying; you can remote view, but are crippled by pain while doing so and can take no other actions. Permanency, of course (7*13*50)+(5*9*50)+(6*11*50)= 4550+2250+3300= 10,100/4= 2525 Potion 9- undeath to death, cure minor, light, moderate, severe, and critical wounds. Basically a fuck-you to any undead I can convince to drink it Potion 10- slay living,soul jar and animate object. Start building the castle from beauty and the beast (5*9*50)+(5*9*50)+(6*11*50)= 2250+2250+3300= 7800/4= 1950 Potion 11- touch of idiocy, geas. Make the drinker into a slave of the first person they see Potion 12- otto’s irresistible dance (modded), fascinate, lesser geas. Force someone to perform and continue performing without stopping. Eventually the person is fatigued, exhausted, and if not stopped they will probably die from exertion Potion 13- abominate (I think that was the one), wind walk, absorb strength. Basically, you turn into a wendigo, after a fashion Potion 14- curse (maybe) and virtue. Every day, the drinker gains 1 semipermanent hit point. What they don’t realize is that positive energy is building up in their body, and if they don’t get remove curse cast on them before they hit double their normal max hit points, they explode Potion 15- shapechange?, glyph of warding, arcane eye, permanency. Person’s eyes melt together and form a seamless panel of flesh where their eyes should be. On that blank space, a glyph of warding is inscribed. Person can ‘see’ after a fashion, but every living being that crosses their line of sight takes damage, and the imbiber can’t turn it off. (9*17*50)+(3*5*50)+(4*7*50)+(6*11*50) =7650+750+1400+3300= 13,100/4= 3275g Befoul potion- well, ‘potion’. More like odds makes this and gets a new swimming grotto that poisons everyone who gets in the fuck to death. http://alcyius.com/dndtools/spells/book-of-vile-darkness--37/befoul--227/index.html specifics inside. Basically, with odds making it, it would make water poisonous within a space of 1500ftx1500ftx150ft. that would be almost 338 million square feet, or over a quarter of a million gallons no no no, turns out that was over two and a half billion gallons 8x15x50= 6000g/4= 1500 Odds flirting *kisses person on the mouth* *they suddenly pull away and begin coughing. Spend two rounds vomiting up a cloud of butterflies* *Odds smirks* “Guess you weren’t kidding about being nervous” Benefits from the Ring: already accounted for +4 skill points +2 Wisdom 1 feat Reflex +3 +2 wisdom +2 Con +5 permanent hit point +5ft to movement speed Regeneration 5, surpassable only by cold damage Aaand I cured Tulan of the Elder Evil plague, and everyone knows it. Cue Odds’ BSOD cost of iron golem potion- 5186g ea Excalibur- 1662.5 ea (acid arrow, bull’s strength, greater magic weapon, limited wish, vampiric touch) Hand mirror w/ 30 chaos charges anklet w/ 30 charges staff w/ 30 charges ring w/ __ charges? Anklet w/ 5 charges 1 excalibur potion 1 iron golem potion thomas the fighter in mular sarah the blackguard- skullforge I am owed a favor by an armonite that will appear later in the campaign Deck of cards- missing queen of spades
- Note Set 1:
Known/underground groups Where warforged stay, both when they are made and when they are sold Governmental affiliates- chief of warforged affairs, specific government buildings Measures of discipline/execution for warforged Is there a way warforged can be made here, or are they imported? Wanted posters- are there warforged on the run? Is allesandra being used by the government/city? Levels of magic present in technology- lights, doors, etc. basically, capacity for shit Magical sensors- what can they sense and where are they pointed? Any specialty warforged salesmen/custom shops Record of sales/registry City layout- general ‘where shit is and what specific places there are’
What we see Massive fucking steel walls, very heavily mechanized. Doors are huge, and covered in runes. Command construct (command word lie down; caster level is over 20, spell level is 9). Glyph of warding, high defense. Is written on the doors and covers all the walls, but it must be maintained daily. Detect alignment, level, abilities, true seeing, detect construct- they don’t appear to do anything There is a person at the terminal, observing. 4 people, watching everyone who goes through. The city is covered in in a constant item to prevent scrying
The city is mostly made out of metal, with oil, combustion, etc. Ratio of warforged to people: 6 to 4
Guys in silver suits can use spells to do constant damage to construct and can at will dominate construct Lvl 15- all of them. Easily see 1 for every 10 people. What actual class? They don’t use actual magic, but rather magic items Sales- people who can put up jobs, giving away/selling their faulty warforged, etc. The warforged are heavily overworked, and are used primarily to power the city. Lvl35 wizard/cleric/mystic theurge
Coliseum? Wanted- scout (femine-looking), high-priority, wild warforged. 3 million for acquisition ‘lord of blades’ Low-priority, subject of interest. Planned meeting to take down Dom
Cost of golems from Dom: flesh- 4557 clay- 9113 stone- 20504 greater stone- 44652 iron- 34172
Melt down a person and combine them with absorb strength to give person a potion that boosts physical stats. Combine the spell addiction with something to create instant druggees If I torture a person mundanely to the point where their sanity breaks (yandere simulator-style) and then have them drink a potion of bodak birth, does it still count as willing? If it does, add ectoplasmic enhancement to the potion to make it stronger. It wouldn’t work because they wouldn’t be willing. Could make the potion and put it in the alchemy trap room, though. No one knows what potions they are, so by picking it up and drinking it they would be willing Potion of heartclutch or stop heart to have a save or die potion For the mind rape potion, add morality undone to ensure that they like odds despite, well… everything. Well, mind rape does that pretty well on its own, but adding suggestion, glibness, or geass would be helpful. Also, would be nice if I could add something like absorb mind to gain skill and mental buffs that would be fantastic Combine phantasmal thief with some kind of mind break/geas to have a potion that permanently turns a random scrub into your person thief forever Potion of spider hand- just what it says; a little creepy and disorienting, but probably one of the most gentle spells I’ve come up with so far Touch of Jubilex potion- permanently turns a person into a green slime (the spell does this normally; I’d probably just enhance it) Were-doom + permanency- by limiting the spell effects from 1d4 to 1 person, heightens save dc. Permenantly turns person into a lycanthrope. Probably add in something to reduce intelligence and wisdom too. Oooh shit, the torture potion- healing potion, negative energy potion, regeneration; probably need to add something else. Basically, they can kind of function, but they are in constant pain as they are endlessly healed and damaged, damaged and healed. Probably not above light or moderate on either scale
Using alchemy, can I make powders instead of liquid potions? yes Pool of negative energy- literally just mass-produce as many fucking wounding spell potions as I can and make a wading pool/Japanese bath with the stuff Inflict wounds, permanency, create water- rinse/repeat until the desired amount Weeell, for my typical ‘onsen’ type wading pool (10ftx15ftx2ft) comes out to 300 cubic feet. At ~7.5 gallons per cubic foot, that is 2250 gallons, divided by 36 per create water and you get 62.5 doses of this stuff to make it. As the pool gets bigger, add more. Inflict light is a 1st level spell, moderate a 2, serious a 3, and critical a 4. If I am going for cheap (which I think I am), go for light. If I want to make it a serious danger, to with serious Sooo, create water (0*1*50=50) + inflict light wounds (1*1*50=50)+ permanency (5*9*50=2250)=2350g base market for odds to make it: 562.5g per dose X63= 35437.5g for my fancy, schmancy new pool And here’s another thing: even if darude decides he doesn’t want to use it, I can put absorb it in my base to either use as cash or use as-is; I use market price for the things I put in the base, so at 2350g per dose, that pool is worth 148,050g
did we ever actually cover whether i can remotely test artifacts in the base, or if it was Just a safe testing site? It’s just safe- you have to be in the base to test artifacts we never went back to the festival to check out the other contests/prizes that were there... oopes in the interest of science, i need to kidnap a mage, lock them in a room in the base with the anti-magic orb, leave them there for a while, and see what happens interesting thought.. i need to create quick modes for the base: the whole idea behind the base is being able to change it, but having some basic sets down will save us both time also, i am not sure whether i have the stronghold builder's guide or not... kay we can send that to you current modes are: welcome mode, research mode, testing mode, 'Normal' mode, and Full Odds mode what would happen if i used the base to teleport to the elemental plane of air and then opened the door? Idk, would be interesting though i have an idea for a potion based on the mind rape spell from book of vile darkness, but that really needs to be tested on other people before i use it to break people personally mean and useful lycanthropy potion? K… suffocation traps- put a person in a vault with no air flow and just leave them there for a few days, or have a long hallway, lock the doors, and suck all the air out. need to figure out how to build them both, and acquire some test subjects yay! also, an alchemy lab trap; kinda like the potion riddle from the first harry potter book, except that the exit 'door' is actually just a wall made to look like a door (so there is no exit), the riddle is bogus, and all the potions are odds' unstable creations Nice trap can i move undead and constructs throughout the base freely? as they are not 'living'? no
potion of super-glibness: take one of these and you can tell the princess she’s adopted 3*5*50=750 x2= 1500/4= 375g a pool of negative energy would be a lot like a potion of healing- you can’t overheal an undead using them any more than you could overheal a living person with a cure spell. It would just max them out and that would be the extent of it
IMPORTANT: Odds can use her skill in alchemy to brew alcohol!!
Oil of timelessness + quintessence (oil of timelessness costs 75g on the market, and requires gentle repose to create. Quintessence requires the spell of the same name to create, and is a level 4 shaper power)- quintessence (4*7*50)+gentle repose (2*3*50)= 1400/4= 425g to craft If I make the proper potion, I can make wood golems of a sort by pouring the potion out over normal trees. A wood golem requires the spells alarm, animate objects, cat’s grace, geas/quest, and limited wish (1*1*50)+(6*11*50)+(3*2*50)+(6*11*50)+(7*13*50) 50+2750+300+2750+4550= 10400/4= 2600g
Apocalypse from the sky- 9 Bodak birth- 8*15*50= 6000/4= 1500 Absorb strength- 4 Drown- 3*5*50= 750 Ectoplasmic enhancement- 6 Heartcluch/stop heart- both 5*9*50= 2250/4= 562.5g Phantasmal thief (8*16*50)+monstrous thrall (9*18*50)= 6400+ 8100=14500/4= 3625 Phantasmal thief (8*16*50) + geas (6*11*50) + permanency (5*9*50)= 6400+3300+2250=11950/4= 2987.5g Touch of jubilex (3*5*50)+ baleful polymorph (5*9*50)+ touch of idiocy (2*3*50) + permamency (5*9*50) = 750+2250+300+2250= 5550/4= 1387.5g Were-doom- 9*17*50 +touch of idiocy (2*3*50) + permanency (5*9*50)= 7650+300+2250=10200/4= =2550
Bag of devouring (15500) decanter of endless water (9000) deck of illusions (9200) eversmoking bottle (5200) iron flask w/ powerful captured creature (170000) stone of alarm (1000)
Negative energy pool- costs 35,437.5 on the market would be 148,050 Wood golem potion- costs 2600 on the market 10,400 Heartclutch potion- costs 562.5 on the market 2250 Drown potion- costs 187.5 on the market 750 Shapechange (glyph of warding eye)- costs 3275 on the market 13,100 Animated object potion- costs 1950 on the market 7800 Symbol of pain/greater scrying- costs 2525 on the market 10,100 Immortality potion- costs 2037.5 on the market 8150 Phantasmal thief potion- costs 2987.5 on the market 11,950
Total cost: 51,562.5 market price: 212,550
- Note Set 2:
Welcome mode- lull people into a sense of security, or just make people feel at home. Fancy or luxurious spaces. Can transform into other modes pretty easily, as Full Odds mode is at least, conceptually, built kind of like the resident evil mansion, only upside down Made to impress: a couple of fancy bedroom suites, both with attached fancy baths, a double-sized fancy common area with an attached fancy tavern, a double-sized fancy alchemy lab, and about a half-dozen storage spaces to secret away all of her stuff with a secreted study/control room 10,000+4000+6000+4000+6000+1500+200=31,700g Research mode- odds running her personal tests of her unstable potions, human experiments, etc About 20 labyrinth spaces, sprinkled with various trap halls and rooms. Assume 2 basic alchemy labs, a basic armory, a dining hall, a basic magic lab, about 4 prison cells, a basic stable, a torture chamber, a couple of combat training spaces, and a trophy hall. Also assume, for odds’ personal use, another basic alchemy lab, a basic bath, a basic library, and a study/control room 10,000+1400+500+2000+500+2000+1000+3000+2000+1000+700+400+500+200= 25,200 for the base set-up, allowing for things to be moved around and added Testing mode- closer to welcome or normal mode; this is probably how she has it set up when other party members here. Library, study, but mostly just a space for safely testing artifacts Let’s see… basic alchemy lab and magic lab, both attached, double-sized library (if not bigger), a fancy storage space, hidden study/control room, quadruple-sized combat area, double-sized basic work area 700+500+1000+1000+200+4000+1000=8400g Normal mode- normal walk-about. Storage space, hallways, big-ass lounge, kitchen. Double-sized alchemy lab, a couple of fancy baths put together, double-size fancy common area, dining hall, kitchen, double-size library, quadruple storage, study/control room, tavern, 1400+4000+6000+2000+2000+1000+2000+200+900= 19,500g Full Odds mode- specifically a dungeon, meant to bamboozle and confuse and kill anyone who comes inside This one will actually be pretty difficult to define, because it will switch between common as fuck and fancy-ass mansion, mostly involving a shit-ton of traps. Okay, if you want to get technical, this one would be the actual dungeon, and it is meant to be multi-level mansion set-up. How I would actual do this is anyone’s guess Rule to test: nonlethal damage not allowed- if you aren’t doing lethal damage, your target takes no damage at all. Need a way to examine life; deathwatch or something similar, to see if it has any realistic effect. Need to go and rob a few libraries or some shit; kill a couple of wizards and raid their towers Also, need to get a guy signed on who does commission work for decorating mansions and shit- artwork, furniture, that sort of things Hall of locked doors- set up like a thieves’ training area. Kind of like the thieves guildhouse in Baldur’s gate II: shadows of amn- all these doors are locked, maybe trapped, and if you unlock them there is stuff behind them there are rewards. Maybe they are good rewards, maybe they are just more potions- who honestly fucking cares. Not Odds, that’s for fucking sure I need to set up the chaos cannon with a common trigger that ‘when Odds’ pulls the trigger, there is a massive fucking spread-type explosion from the cannon. Maybe set it up so that when she pulls it multiple times in a row (since that is less and less likely) that the explosions get more powerful (since the dc gets cut) Very rare/ I’mma die trigger- when Odds is getting consumed by chaos/about to die via chaos, she gives one last, powerful performance If she is about to die at all, spells get set off. Basically, if her heart stops beating. That’s rare, right? Odds triggers Back to Back- when odds goes under 50% health, she spawns a clone of herself for a number of rounds equal to her level OR until it expends its charges. The clone has a number of charges much like a chaos item, and expends them in order to cast spells in much the same way that odds does Reflect/No- If a magical attack of over a certain threshold enters into odds’ space (like, a disintegrate spell, or Dom’s chest cannon), two portals are created- one next to odds, facing the attack, and one in front of the caster, facing the caster. Terminal Rejection- If an object approaches odds at over a certain velocity (TBD), then a Movement is automatically cast to send the object to a random plane of existence (probably one of the elemental planes) Sneaker no Sneaking – if Odds is successfully sneak attacked, flanked, death attacked, etc. two small portals appear, one around odds, facing the attack, and one behind the attacker. Since this would be completely unexpected, they attack themselves at flat-footed ac for a sneak attack, death attack, etc. Also, need to make a potion of time stop + haste (??) and put it in a flask Domination effect where, if odds is in melee with a person, her attacker sees the next adjacent person as her for the round, so they target that person with an attack, full-attack, full round of combat. Mind, this is literally the Next Person, so I might end up sending them to attack an ally by accident animate dead, bull's strength, geas/quest, limited wish (3*5*50)+(2*3*50)+(6*11*50)+(7*13*50) create undead, bull's strengh, geas/quest, limited wish (6*11*50)+(2*3*50)+(6*11*50)+(7*13*50) create greater undead, bull's strength, mass, geas/quest, wish (8*15*50)+(6*11*15)+(6*11*15)+(9*17*50) 6000+3300+3300+7650= 20250/4= 5062.5 crystal sword- the prometheum blade takes charges- single charge, daily when not in use, it looks like a broken chunk of crystal extendable, attack at range call lightning chain lightning on hit channel creates a 50ft cone of lightning and crystal shards that bypasses dr. if someone is immune to electricity, they instead take half damage when charge is expended- arcs upward and turns me into a thunderstorm a mile wide that can move at great speed, and also can call down a powerful thunderbolt that you appear under while the storm continues as normal works against touch ac shocking burst, longsword but with a x4 crit mod can throw crystals in a circle, resulting in a low-damage passive that ignores dr ride the lightning can compact down into a crystal short sword that does force damage that cannot be ignored, but cannot do shocking anymore, but if we drop it we might not get it back because it cuts through things like butter w/ circlet of emf concentration, i can make single attacks using my concentration instead of my bab purple orb +20 bonus to caster check i can tell the orb to do something, but since i'm not directly controlling it, the orb pretty much does what it wants this gives me like, .00000002% progress i can shape it into whatever i want- a dark purple twisty spicky staff of pure darkness http://pre07.deviantart.net/703a/th/pre/i/2012/043/f/c/anuhart_elite__s_staff__aion_fanart_by_samouel-d4pgdyy.jpgthe staff looks like this, except purple as long as i know who i am affecting, it doesn't matter where they are; i affect them regardless add detect thoughts to the mind rape potion of odds she retains information and skill check bonuses from her mind raped 'friend' for a number of rounds equal to ____ possible alternate character if odds goes sideways: oracle possible mysteries: ancestor, heavens, life, lunar (for the dichotomy- the pure, white unicorn and the blood-soaked maiden), joy possible curses: branded, feral, foretold, forsaken, hunger, lame, melancholy, merciful, ravenous, sanguine Chaos Tarrasque Casting 1- the base Major chaos construct- 30 Total transformationx3- 60 This will give me a colossal chaos construct w/ 19d12 hp (+150%- total of 250%), 34 str, SR equal to the caster check made when summoned A minor transformation can give energy resistance equal to class level, or can augment criticals A moderate transformation can give DR equal to class level+5, susceptible only to magic and lawful, or give vision to see invisible/ethereal creatures A total transformation can provide immunity to all spells lvl 5 or lower, or simply say fuck an entire school of magic unless they beat my caster check A chaos reconstruction can simply shift it between size categories, and can recreate wish effects the maw the body claws the eyes the heart the horns the spine the wings the mind
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| | | JadeDemilich Member
Posts : 2906 Join date : 2013-08-16 Age : 31 Location : On the banks of Elin Random : WARNING MUSIC IS MY DRUG DO NOT INTERRUPT THE GROOVE
| Subject: Re: Marble City Wed 7 Dec 2016 - 17:49 | |
| Prichard D'okk - Character Details:
Prichard D’okk Half-orc myrmidon 5/legionnaire 2 Base race age lvl Str: 15 +2 17 -1 16 +1 17 (+3) Dex: 10 10 -1 9 9 (-1) Con: 13 13 -1 12 12 (+1) int: 14 -2 12 +1 13+1 14 (+2) wis: 12 12 +1 13 13 (+1) cha: 11 -2 9 +1 10 10 (+0)
8hp + 12+=20+ 3 (toughness)+7(toughness per level) +7(improved toughness per level) +10 (great toughness) +7 (great toughness per level)= 54hp/33 75%= 40, 50%=27, 25%= 13 MANA: 17/2 BAB: +6/+1 Fort: +5 (base)+1(con)+2(great fortitude) +1 (improved toughness)= 9 Ref: 2(base)-1(Dex)=1 Will: 5(base)+1(wis)=6 myrmidon: bab +2, fort +1, ref +1, will +3, bonus feat, legionnaire: bab +2, fort +3, formation fighting, endurance, pack marching skill points: (4+1*4)+(4+1*4) =5= 50/0 craft (blacksmith): 11 disable device: 8 profession (blacksmith): 9 heal: 2 listen: 6 spot: 6 know local: 3 know arcana: 5 decipher script: 7 craft (blacksmith), profession (blacksmith), disable device, heal, listen, spot, open lock?, know local, know arcana? feats: 5 +4 (flaws) Endurance (gained from legionnaire) tower shield proficiency toughness Able Learner *Learned- +5 skill points Heavy Armor Optimization- when wearing heavy armor, the AC is increased by 1 and the check penalty is reduced by 1 Shield Specialization (tower shield)- +1 on defense with the selected type of shields Create single-use item Great Fortitude Shieldmate -adjacent allies gain a +1 to ac when you are using a shield you are proficient with and can take actions. If tower shield, this goes to +2 Improved Toughness- +1 hp/lvl and +1 to Fortitude saves Great Toughness- +10 hp and +1hp/lvl after 1st *this is not the proper name, or at least I don’t think it is, but the feat itself exists 6’6”, 280lbs Languages: Common, Orc, Elven Spells: total of 8 spells in my spellbook, at least 3 of which must be 0-lvl. Spellbook: spells: 0- *Cure minor wounds, *detect magic, *read magic, *resistance 1- *expeditious retreat, *true strike, *shocking grasp, *spider climb, *magic armor, message, frostfire, nystul’s magic aura 2- Protection from arrows, blindness/deafness, bull’s strength, knock, alter self, detect thoughts The spellbook is made of leather, bound in iron. The text inside is written in a cipher. Prichard needs to make a dc 25 to decode (so, take 20, which he always does), but anyone else would need to hit a decipher script of 35 Want: 0- -- mage hand 1st- endure elements, jump, identify, hold portal, 2nd- cat’s grace, cure light wounds, melf’s acid arrow, resist elements, thunderclap, misdirection?, command undead? 3rd- flame arrow?, fly?, greater magic armor, haste?, phantom steed?, shockblade?, storm of arrows?, slow, dispel magic, lesser geas?, illusory script?, scrying?, remove curse?, secret page, explosive runes, nondetection, arcane sight?, daylight?, water breathing? 4th- blindsight?, combat prescience, dispel magic, fire shield, improved invisibility, leomund’s secure shelter, minor globe of invulnerability, shrapnel, stoneskin, break enchantment, legend lore, modify memory?, zone of silence, illusory wall?, phantasmal killer, bestow curse?, stone shape, rary’s mnemonic enhancer? Researching: Message- 2 hour Frostfire- 2 hours Blindness/deafness- 5 hours Bull’s strength- 5 hours Nystul’s magic aura- 2 hours Knock- 5 hours Identify- Thunderclap Mage Hand Potions cure minor wounds- 4- 50g (hidden among the salves of his healing kit) 4/3 resistance- 4- 50g Scrolls Read magic- 4- 50g (bound in his spellbook, for obvious reasons) Detect magic- 2- 25g (same as above) Fire Trap Dimensional Anchor (l4, cl7), Slow (l3, cl5), Displacement (l3, cl5) A gift from the goddess of magic who is apparently rooting for me- apparently they are a test Shadow conjuration Clairaudience/clairvoyance Lesser geas
Seals Expeditious retreat- 1- 12.5 True strike- 2- 25 Shocking grasp-1- 12.5 Magic armor- 2-25 Rune Change Self Tablet Enlarge Knock
-Still want: Einhander, Shield Fighter, Warder, Practiced spellcaster (gain spell levels [and mana] as a spellcaster 4 levels higher than yourself], quick reconnoiter (get to make one spot and one listen check every round as a free action), Vatic Gaze (detect magic at will AND recognize what level of spell the enemy is Still capable of casting. Problem is, I have to reach a myrmidon level of 9 [or get 9 levels in any arcane class, period Active shield defense. Improved shieldmate. Shield ward.
At 75% health: -2 to all d20rolls until healed above At 50% health: -4 to all d20 rolls At 25% health: =6 to all d20 rolls
No spells per day. Now, mana. The amount of mana is equal to my casting score + half my caster level rounded down. So, I have 14 intelligence, and I am a lvl 5 caster, so 6/2, rounded down is 3, plus 14 is 17. I will end up with leftover mana. I am allowed to overcast with this. If I need 5 mana to cast a lvl 1 spell, and I have 3, I make a fortitude save of 20 + spell level + how many I went into the negatives to cast it. Then I am tired I can also cast spells while I am in the negatives, but if I ever fail I cannot cast spells again until I get a full rest A spellcaster regains mana equivalent to half their caster level rounded down for every hour they do not cast spells. If you sleep for 8 hours, I get all my mana back (full rest, essentially) Costs: Cantrip: 3 .5 1st: 6 1.5 2nd: 6.5 5.5 3rd: 7 4th: 7.5 5th: 8.5 6th: 9.5 Every level I am higher than the minimum level needed to cast it reduces the mana cost by .5. in addition, when I unlock a new level of spells (say, I hit 5th level myrmidon and get 2nd level spells unlocked), the mana cost of the spell levels immediately below it goes down by 2 (this only happens once, and doesn’t happen for 0 and 1st level spells, because I start with those. That makes sense when I consider that within a few levels those spells will be basically free) When I cast a spell, I take nonlethal damage equal to the level of the spell I cast (still 1 point in the case of cantrips) Flaws: Loud- -4 to hide and move silently; particularly heavy-footed, and since he spends so much time near the hammering and bellowing of his forge Prichard will often speak with more magnitude than he anticipates Monster obsessed- Prichard is an academic and a scholar who will risk his one life to pursue magic on his own time; therefore it is only logical that monsters he has never seen before will catch his interest. Upon spying a new monster, he must succeed a will save of 15 or higher or come within 30 feet of it in whatever way he can in order to better observe it Honorable fighter- Prichard spent a lot of time fighting people, and while perfectly willing to fight for his own protection, he dislikes killing those unable to defend themselves. Whenever fighting against an unarmed opponent while he himself is wielding a weapon, Prichard takes a -5 to his attack roll. If fighting an enemy that has natural weapons (or something similar, such as a monk’s unarmed strikes) this penalty does not apply (it does require him to be aware of this, however). Phobia of Large bodies of water
Gear: Full plate- 1500g+1800(superior)- +8 ac, +1 max dex, -6 armor penalty, 50lbs, along with a +2 to ac, for a total of +10 ac= 3300g Tower shield- 40g+1800 for superior- +5 ac, +2 max dex, -2 armor penalty, 45 lbs, along with a +2 in ac, for a total of +7= 1840 gold Dented- requires repair Longspear- 5 gold- 1d8 + str, 9 lbs= 5 gold Shortspear- 1 gold- 1d6 + str, 20ft range increment, 3lbs= 1 gold
Portable smithy- +2 on craft checks, 40lbs- 500 gold Masterwork artisan’s tools- +2 on craft checks, 10lbs= 55 gold Iron ore (28lbs)- 3g Firewood (10 days)- 1s, 200lbs Acid- 2 pints, 20g, 2lbs Healer’s kit- 50 gold, 1lb 10/9 Thieves tools- 30 gold, 1 lb Spellbook- 15 gold, 3lbs
2 heavy horses- 200 gold each. Light- 198-/med- 201-399/heavy- 402-600/ light drag- 990x= 1980 Bit and bridle- 2 gold each Riding saddle- 30 gold, 30lbs Pack saddle- 15 gold, 20lbs Feed- 5 cp per day, per horse. Start with feed for both horses for 3 days= 3 silver Wagon- 400g
Heavy warhorse
Backpack- 2g, 2lbs Bedroll- 1s, 5lbs Winter blanket- 5sp, 5lbs Crowbar- 2g, 5lbs Flint/steel- 1g Grappling hook- 1g, 4lbs Hemp rope, 50ft- 1g, 10lbs Alchemist fire- 1- 40 gold, 1lbs Firebelly (4)- 8g, 1lb Antitoxin- 50g Silver charm- 30g Cold iron charm- 30g Brown mold oil- 75g Restful candles (2)- 200g, 2lbs Silver Ring- +2 ring of defence Gold ring- +2 ring of protection (visible magical exoskeleton) Rod of Implosion (already used)
Ink- 8g Inkpen- 1sp Parchment, 10 sheets- 2 gold Sewing needle- 5s Pot- 5s, 10lbs Soap- 5s, 2lbs Shovel- 1g, 4lbs Waterskin- 1g, 4lbs Whetstone- 2cp, 1lbs 2 days of trail rations- 1 gold, 2lbs 9 trail bars- 10g, no weight Artisan’s outfit- 1 gold, 4lbs, fireproof for +50g= 51g Traveler’s outfit- 1 gold, 5lbs Peasant’s outfit- 1sp, 2lbs Roman candles (fire 10 times)(4)- 25g ea. 100g Desert robe Necklace of fireballs type II Low-quality manacles- x2
= 973lbs
7226 gold, 15 silver, 52 copper Scrolls 0-level at first level= 12.5g 1st level at first level= 25g 2nd level at 3rd level= 150g 3rd level at 5th level= 375g
Hinmorelda- the goddess of life
Rubbing from the sorcerer’s box: a scratched-out name: ---R---
Once in the true location, open your mind and the way will open Ratia’s human form- princess of a country we’ve never heard of. Comparing dates, she lived 100,000 years ago The Void= Entropy There are a lot of storms on our journey- was there a god of storms that created a lot of problems in the past? Was there a god of storms that ratyia knew/had problems/relations with?
- Character Background:
Prichard Characterization Prichard lived most of his life on the battlefield, and from watching people come back wounded and dead, day in and day out, he found himself wanting to help them, to protect his fellows. At first, he could only do this by stitching wounds and holding a shield, but as he developed a talent for magic, he fostered it in secret, around the forge, in the hopes that he could use it as well. Unfortunately, most of his early attempts ended in failure, which proved even more disheartening when the enemy lines were instead broken and people saved by the seemingly-normal (if well-trained) swords of the Feather-Edge Legion. Combined with the general distrust of magic, Prichard’s drive to learn the creative arts vanished almost entirely when his mercenary troop was almost completely wiped out. Survivors were parceled out among other groups, but Prichard took his teacher’s wagon and forge and left the battlefields behind For several years he lived listlessly, until his apprentice one day came into his life. Her boundless energy and vast curiosity rekindled in him (however slowly) his love of building things and improving people’s lives. Still, he had little chance to practice magic, because of his intense daily work, the close environment of the town, and not wanting to bring trouble to his apprentice. His ‘execution’ at the beginning of the campaign showed him that this ridicule will follow him anywhere, and that learning to use his magic effectively may be his only chance to survive. That said, it has taught him that there is vastly more to learn than he ever could have imagined, and it has given him another chance to protect those that he cares about, a chance he does not intend to squander. While he has not had time or energy to test theories, Prichard’s mind has been far from idle, and most of the spells he’s added to his spellbook were ideas he’s had since days long past, and he intends to use them to make items that will improve the quality of his friends’ lives, as well as keep them safe.
Prichard was a character I created for the campaign my group is running, and a bit of an oddity to be honest. For one thing, he's not actually dead- the campaign wasn't dropped, he didn't die in any way. Hell, he's actually alive and working in Magic Town in-game. What happened was that I had all these ideas of where I wanted him to go, but ended up unintentionally stretching him too thin, stepping on people's toes, and ended up stalling his character development for long enough that it wasn't fun anymore. I might go back to him eventually, but I kind of doubt it. Prichard was originally designed to be a tank- heavy armor, lots of hit points, meant to soak damage. Thing is, in this fairly-realistic setting, that was stupid dangerous. it didn't help that he was a mage that expended hit points for castings of spells. I had two major directions I wanted Prichard to go...okay 3, but the first one doesn't count 1. I wanted him to build things- magic armaments and items. could have gone artificer, should have gone artificer, except that i wanted him to have better survivability. oh well 2. Prichard the Immortal- he ended up having so much health and general durability that even in-setting he could get stabbed in the heart and barely flinch, and gained fame/notoriety in-world for it. Funnily, this was actually the most believable of the three 3. Prichard makes living constructs. Heavily inspired by Frankenstein, except where Frankenstein abandoned what he created (because he only wanted to create life, not deal with the consequences) Prichard owned up to what he created and did his level best to raise them as his children (even if they are more intelligent than actual children). Intended for him to have (at minimum) a flesh golem daughter, a nimblewright son, an iron golem son, and a blackstone gigant daughter. This was the idea that mostly made me drop the character, not because it was a bad one, but because it was mostly unfeasible given the resources it would have cost, combined with the fact that Blood already had the minions schtick covered. | |
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