Pathfinder Recruitment Thread: Full

Started by Black Howling, July 08, 2011, 08:18:35 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Black Howling

Tales of Might and Magic 2: Curse of the Nine


In Millenniums Past Alteria ruled the entire Continent of Altron, the empire being where the people of today grant it's name. It is one of the most mysterious lands in all of Shandrath, the ancient empire and all that was before it having seemingly been wiped from all memory. Yet deep in those ruins, tales give light to what the empire was truly like; and how it manipulated the balance between the material world and all others planes. That is where this story begins; the telling of how Alteria brought down 'The Curse of the Nine.'

In the salvaged records it tells how Caydean Calian used the mysterious methods of Alteria to join the ranks of the gods, and Tales of how Iomede transcended herself in a similar fashion. It doesn't commonly give way to what happened in the Empire's decadence, their toiling with the lower and higher Planes. Truth is, if you believe the records, they stole the knowledge of godhood from mixed secrets gathered from all  of the other planes. The most jaded by this theft were the Nine Demon Princes of the Abyss, formally called 'The Nine'.

Where Cultist and Fanatics today worship the lords of the Abyss, Alteria double crossed them; and this brought down their ever lasting ire. They cursed the whole of the land, all of Alteria's empire with terrible corruption and Decadence. A Curse some say has been carried on to Galtea, who's royal line claims to have Royal Alterian blood. Though what's not commonly spoken of is that the Curse has yet to come to full Fruition; and that is a discovery a group of Adventurers are just now stumbling unto.

For when what they think is a Trek into an Alterian ruin goes bad, they find themselves shunted through time and space to end up in the midst of a hostile world completely unlike their own. And now they must cling to survival, using all in their Power to Get home and find a way to use the secrets they find to stop the coming madness.



Hopefully that attracted some people. This is the next installment of my 'Tales of Might and Magic' game, and is set in the west near the Kingdom of Rosalia. This should be the third of four threads that will be started in hopes to breath life and fun into this setting of mine. I'm looking for detailed, effective and non anime styled characters. If you cannot commit to post once a day do not sign up. I will not tolerate my game being dragged down without a good reason. And for those of you who do not usually think of going far in PBP, think differently; if you can't commit to the long haul don't even bother.

Battle will be played out in Initiative order. For those that say it doesn't work, look over the other two threads already in this series. It's working fine as long a everyone posts once a day, and if they don't the thread will be held up regardless. Pathfinder Core Deities have been vamped to fit the setting. Consider them to work in mostly the same fashion. Races and the like are the same as the core book states. When IC posting starts, no one should post more then three times before I post to move things along. There will be no other posting order outside of combat.

List of Allowed books are as follows.
Pathfinder Core Rules
Adventurers Armory
Advanced Players Guide

Anything else will have to be asked for, and don't expect to get it let in. If listed without permission granted before hand, you will not be allowed to select it regardless. No Traits, and no Alternate Favored Class bonuses. Those are the only things universally not allowed from the listed book. Also please do not mention Ultimate Magic or Ultimate Combat Material. No guns exist in the world as gunpowder does not, and I have not felt like flipping through the UM because I already Dislike the Magus. As Always I reserve the right to disallow whatever I want


Character Creation sign up:
-35 point buy: 30 if an Alternate Race is selected
-Starting Level: 7
-46000 GP in Character Wealth
-List of Allowed Alternate Races Are:
Aasmir, Tiefling, Dhamphir, Standard Drow, Ifrit, Oread, Sylph, Undine and Changelings
-Also, make sure to use Plothooks Character sheets. All sheets must be open for everyone to view here. Make sure to submit a background with the character.
-HP will be max on first level, then half HD + 2 on every level thereafter. Knew I had forgotten something.

This is not First come First Served, although Quick Generation does grant you points. Apply for one of the Following Positions, or Multiples if you believe your character could fit for them.

Melee Combatant: Should have High AC, Combat Maneuvers to control battle, High HP, and high Attacks Bonus and Damage output.

Support: Should be Capable of Healing and Buffing allies- very effectively I might add.

Specialist: Skill Monkey, should have high bonuses on a wide range of various Skills to get the characters by when might and magic have failed. Should also be capable of respectable combat prowess.

Magic: Should have damage dealing spells, tricky spells to help out in any situation, as well as ways to help control the battlefield without hampering the other players jobs.

Wildcard: Should help fill in any gaps left by the other jobs, fill in for them if needed, and help them at what they do.

Callie Del Noire

Tempted to pull the teifling I did up a while back to tease you :D

Black Howling

Hehe. Go ahead, I have it all worked out here.

Lady Lunarius

Let me see if I cant pull of a kick ass cleric. ;)
LaLu's updated A/A's Updated
LaLu's Delicious treats!
LaLu's O.O's/Current Interests Updated 3-11-23
I am currently NOT open for a few new RP's

Black Howling

Alright, someone wanting to play a female cleric right off is such a breath of fresh ass air. :)

Lady Lunarius

Quote from: Black Howling on July 08, 2011, 10:59:00 PM
Alright, someone wanting to play a female cleric right off is such a breath of fresh ass air. :)

LMAO tired of the men folk taking the healer spot are you?
LaLu's updated A/A's Updated
LaLu's Delicious treats!
LaLu's O.O's/Current Interests Updated 3-11-23
I am currently NOT open for a few new RP's

Black Howling

Quote from: Lady Lunarius on July 08, 2011, 11:30:39 PM
LMAO tired of the men folk taking the healer spot are you?
I like female healers and the like. Don't ask me why, just seems sexier. ;)

Lady Lunarius

Quote from: Black Howling on July 09, 2011, 12:03:11 AM
I like female healers and the like. Don't ask me why, just seems sexier. ;)

cause you picture them in short panty showing skirts and tops that make their breasts spill out, and see them leaning down to say "May I tend to you sir?"
LaLu's updated A/A's Updated
LaLu's Delicious treats!
LaLu's O.O's/Current Interests Updated 3-11-23
I am currently NOT open for a few new RP's

Black Howling

Maybe. I'm hoping to see some fresh interest on here. Love playing with the lot of people I have been, but new players would add to the pile. Bring more variety and more ideas. Not to mention more threads. >_>

Crovonovin

I'm not sure if I would qualify as fresh interest, but I'd still be delighted to have you as a DM, Black Howling.  If it's alright by you, I think I'll be retooling Magnus a bit.

Laughing Hyena

Quote from: Lady Lunarius on July 09, 2011, 12:04:35 AM
cause you picture them in short panty showing skirts and tops that make their breasts spill out, and see them leaning down to say "May I tend to you sir?"

EXACTLY!

Lady Lunarius

Quote from: Laughing Hyena on July 09, 2011, 05:44:34 AM
EXACTLY!

Are YOU joining? ~Drags Hyena in here and forces him to make sexy fucking rogue!!!~
LaLu's updated A/A's Updated
LaLu's Delicious treats!
LaLu's O.O's/Current Interests Updated 3-11-23
I am currently NOT open for a few new RP's

Black Howling

Fresh interest counts as anyone not already in the game. Basically, people who could shake things up and add more threads. I'll accept people already in the other games, mind you. I'd just like some new people present.

Glad to see interest.

PaleEnchantress

Myself and my friend Kunoichi may be interested in playing. I will ask her. We will be playing 2 males with me a some type of main caster. Likly one that eschews damage spells to focus on enchantment, illusion, or necromancy. Maybe ill play a thrallherd. 
" class="bbc_img" class="bbc_img" class="bbc_img

Callie Del Noire

#14
Here is what I got so far. (Reverse engineering the old Rhea write up a bit, switching her from Evoker to Adjurer.. they get some nice group buff tricks)

Spoiler: Click to Show/Hide
RHEA 'TWICEBORN' ACKBAR   CR 6
Female Tiefling Wizard 7
NG Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 17. . (+3 armor, +3 Dex, +2 natural, +2 deflection)
hp 43 (7d6+7)
Fort +4, Ref +6, Will +7
Resist cold 5, electricity 5, fire 5, sonic 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Returning Dagger +4 (1d4+1/19-20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Ranged Masterwork Crossbow, Light +5 (1d8/19-20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 7, 3 melee touch, 6 ranged touch):
4 (2/day) Shout (DC 19), Summon Monster IV, Cloak of Winds, Extend
3 (3/day) Haste (DC 18), Lightning Bolt (DC 18), Fireball (DC 18), Protection from Arrows, Extend
2 (4/day) Burning Gaze (DC 17), Resist Energy, Summon Monster II, Scorching Ray, Mage Armor, Extend
1 (6/day) Magic Missile, Magic Missile, Sleep (DC 16), Comprehend Languages, Hold Portal, Enlarge Person (DC 16), Flare Burst (DC 16)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 13, Int 21, Wis 12, Cha 11
Base Atk +3; CMB +3; CMD 18
Feats Arcane Armor Training, Combat Casting, Cosmopolitan: Craft: Alchemy, Craft: Calligraphy, Extend Spell, Scribe Scroll, Still Spell, Wizard Weapon Proficiencies
Skills Appraise +12, Bluff +2, Craft: Alchemy +13, Craft: Calligraphy +13, Knowledge: Arcana +12, Knowledge: History +12, Knowledge: Local +12, Knowledge: Religion +12, Knowledge: The Planes +12, Linguistics +12, Perception +8, Profession: Scribe +8, Spellcraft +15, Stealth +5
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal, Orc, Terran
SQ Abjuration, Bonded Object: Ring of Protection, +2 (1/day) (Sp), Energy Absorption (21 HP/day) (Su), Hero Points, Hot Weather Outfit, Illusion, Ioun Torch, Metamagic Rod, Enlarge, Lesser, Necromancy, Protective Ward (8/day) (Su), Resistance 5: Sonic (Ex)
Combat Gear +1 Glamered Leather, +1 Returning Dagger, Bolts, Crossbow (30), Masterwork Crossbow, Light; Other Gear Alchemist's Lab, Portable, Amulet of Natural Armor +2, Artisan's tools, masterwork: Craft: Calligraphy, Bedroll, Blanket, winter, Case, map or scroll (3 @ 0 lbs), Cloak of Resistance, +1, Courtier's outfit, Efficient Quiver (63 @ 36 lbs), Elemental Gem, Earth, Elemental Gem, Fire, Entertainer's outfit, Everburning torch, Flint and steel, Handy Haversack (52 @ 105 lbs), Hot Weather Outfit, Ink (1 oz. vial, black) (10), Ink (1 oz. vial, colored) (5), Inkpen (5), Ioun Torch, Metamagic Rod, Enlarge, Lesser, Potion of Cure Light Wounds (5), Pouch, belt (2 @ 0 lbs), Pouch, belt (2 @ 1 lbs), Rations, trail (per day) (10), Ring of Protection, +2, Rope, Spider Silk (50'), Saddlebags (empty), Scroll: Mage Armor, Extend (CL 5), Protection from Arrows, Extend, Scroll: Summon Monster I (CL 3), Summon Monster I (CL 3), Enlarge Person (CL 3), Enlarge Person (CL , Scroll: Water Breathing, Extend, Gravity Bow, Extend (CL 5), Signet ring, Smoke Pellet (5), Spell component pouch, Spellbook, wizard's (blank), Tanglefoot bag (4), Tent, Small, Thunderstone (5), Wand of Magic Missile, Waterskin (5), Weapon Blanch, Cold Iron (5), Weapon Blanch, Silver (10), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Bonded Object: Ring of Protection, +2 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Damage Resistance, Sonic (5) You have the specified Damage Resistance against Sonic attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Absorption (21 HP/day) (Su) Absorb 3x wizard level energy damage per day.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Illusion You must spend 2 slots to cast spells from the Illusion school.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Metamagic Rod, Enlarge, Lesser The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.

Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price 3,000 gp.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (8/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5: Sonic (Ex) You gain Sonic Resistance 5.
Still Spell You can cast a spell with no somatic components. +1 Level.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Crovonovin

For ease of reference, I think I'll steal Callie's format!   ;D

Spoiler: Click to Show/Hide
MAGNUS ARVIDSSON
Male Human Fighter 1 / Paladin (Divine Defender) 6
LG Medium Humanoid
Init +5; Perception +5
--------------------
DEFENSE
--------------------

AC 23, touch 13, flat-footed 22. . (+10 armor, +1 Dex, +2 deflection)
hp 86 (7d10+21+7)
Fort +13, Ref +6, Will +9
DR 3/--
--------------------
OFFENSE
--------------------

Speed: 20 ft (Armored)
Melee: Holy Greatsword (2d6+7 (+2d6 versus Evil)/19-20/x2)
Ranged: Masterwork Composite Longbow (1d8+5/20/x3)

Paladin Spells Prepared:
Divine Favor; Protection Against Evil
--------------------
STATISTICS
--------------------

Str 18, Dex 12, Con 16, Int 12, Wis 12, Cha 16
Base Atk: +7; CMB +7; CMD 25
Feats: Improved Initiative (Human Bonus); Power Attack (Fighter Bonus); Extra Lay On Hands (1st); Cleave (3rd); Intimidating Prowess (5th); Toughness (7th)

Skills: Diplomacy +9, Intimidate +18, Knowledge: Dungeoneering +6, Knowledge: Religion +7, Perception +5, Sense Motive +10, Survival +7

Languages: Common, Celestial

Combat Gear: +1 Adamantine Full-Plate, Belt of Giant Strength +2, Ring of Protection +2

--------------------
SPECIAL ABILITIES
--------------------


Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Spoiler: Click to Show/Hide
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Heal 3d6; 8/Day

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Shared Defense (Su)
Spoiler: Click to Show/Hide
At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area. This ability replaces mercy.

Divine Bond (Su)
Spoiler: Click to Show/Hide
At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties (asterisks note new armor properties found in Chapter 7 of the Advanced Player's Guide):

champion [APG], ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19)

Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–4 of the Core Rulebook). In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous [APG] for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a –1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.


Black Howling

I actually find plothooks easier to reference myself. The method from Hero Lad looks like an NPC stat block from the monster manual to me. I always have to rewrite the information from those because I have trouble quick referencing them. Thus why I enforce the character sheets from plothooks, they make my life a little easier.

I Trust Callie already knows he'll have to properly change it over before I consider it for the game?

Tagan

#17
Ok, Black Howling, I've enjoyed reading your previous threads, and I see some excellent posters lining up... and anyone who know me here knows I post at least once a day, (if not 6).

But I don't know pathfinder.

I know 3.5 backwards and forwards though.  I'd love to play a straight Wizard... a lady with a strong background I've used in the past...  or alternatively, a Druid... but I'd need some help with character creation.

Anyone intereted?


Callie Del Noire

Quote from: Black Howling on July 09, 2011, 02:31:07 PM
I actually find plothooks easier to reference myself. The method from Hero Lad looks like an NPC stat block from the monster manual to me. I always have to rewrite the information from those because I have trouble quick referencing them. Thus why I enforce the character sheets from plothooks, they make my life a little easier.

I Trust Callie already knows he'll have to properly change it over before I consider it for the game?

I do.. but you got to admit that it's a good way to get the chatacter submitted quickly.

Black Howling

Quote from: Tagan on July 09, 2011, 03:27:01 PM
Ok, Black Howling, I've enjoyed reading your previous threads, and I see some excellent posters lining up... and anyone who know me here knows I post at least once a day, (if not 6).

But I don't know pathfinder.

I know 3.5 backwards and forwards though.  I'd love to play a straight Wizard... a lady with a strong background I've used in the past...  or alternatively, a Druid... but I'd need some help with character creation.

Anyone intereted?
3.5 knowledge is a great help. I don't mind helping you through the Character Creation process either. If you got YIM, add me and shoot me a message. My YIM is in my profile. If not, shoot me a PM. However you may find this link to be very useful. :-)
Quote from: Callie Del Noire on July 09, 2011, 03:31:44 PM
I do.. but you got to admit that it's a good way to get the chatacter submitted quickly.
It is, if you can manage to bring the other one in quickly too. My issue is it's so hard to reference for me. I mean, I had to really copy the monster manual to my own format for easy use in game. Still, so long as the next one is brought through it's all good. And *Whistles* I still like that pic.

Callie Del Noire

My big grump so far with Adjurer is they seem to be down there with diviners in actual spells :D

A lot of the cool adjurations are holy roller spells.

Black Howling

Quote from: Callie Del Noire on July 09, 2011, 04:18:40 PM
My big grump so far with Adjurer is they seem to be down there with diviners in actual spells :D

A lot of the cool adjurations are holy roller spells.
Yeah, but that does tend to make them a good life line for the group. The only actual wizards I can pull off well are Diviners, Abjurer's, and Illusionists. Kinda funny, really. Anyhow, useless piece of information there.

Callie Del Noire

Quote from: Black Howling on July 09, 2011, 04:24:29 PM
Yeah, but that does tend to make them a good life line for the group. The only actual wizards I can pull off well are Diviners, Abjurer's, and Illusionists. Kinda funny, really. Anyhow, useless piece of information there.

Yeah.. I had fun with one in the FR.. Spell stealing was fun

Eternal Blade

I hope we get some new blood in. I'll wait to see if those showing interest get their characters up before I submit one.

Black Howling

Quote from: Eternal Blade on July 09, 2011, 05:16:37 PM
I hope we get some new blood in. I'll wait to see if those showing interest get their characters up before I submit one.
That's okay. I know you'll have characters ready in just a couple hours. Lol