Tainted Blades Campaign (Pathfinder Edition) (NC-Exotic Systems)

Started by Laughing Hyena, February 12, 2017, 01:06:00 AM

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Latooni Subota

RE: Character Death. I am absolutely fine with character death, as long as it isn't sexified.
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

PhantomPistoleer

Quote from: Latooni Subota on February 17, 2017, 08:49:44 AM
RE: Character Death. I am absolutely fine with character death, as long as it isn't sexified.

Same.
Always seeking 5E games.
O/O

Laughing Hyena

Im gonna give this character sign up until monday. If people whom Im waiting on haven't posted a sheet yet I will assume they are no longer interested in joining.

Re Z L

WIP


Lily Nymphaea
Joie de Vivre


Profile




  • Gender:   Female
  • Sexuality:   Bisexual
  • Age:   29
  • Height:   5'6"
  • Weight:   100 lbs
  • Eye Color:   Ice Blue
  • Hair Color:   Blue
  • Skin Tone:   Faintly tanned

Description



Blue hair and ice-blue eyes make her appear more like one of the rarer races, but she is at least mostly human.  Perhaps due to some otherworldly or elvish heritage far in her past she has a shapely form, though is slightly shorter than some.  Faintly pink, pouty lips; fair, but lightly tanned skin; firm and full bust; a narrow waist; and rounded hips made her a picture of beauty to behold.



Background



The foundling had no true family which may have truly doomed her from the start.  She was discovered as a small child in the forests around Edenia by a husband and wife who had not yet managed to have children of their own.  They were a pair of wealthy merchant-folk who controlled a decent share of the trade of more luxurious items between the various ports and cities that inevitably had to go through Edenia.  They had long wanted someone to pass the business to, but had not yet been able to have a child--though they were still reasonably young.  So, perhaps foolishly, they took the baby Lily into their home as their own child.

Soonafter the pair had a child of their own.  And then another.  And another.  While Lily was a marginally good--if rambunctious--child she was quite clearly not related by blood and so she was often kept off to the side.  Wealth and inattentive parents made for many opportunities for Lily to explore things that were perhaps best left alone.  Even in her teenage years her beauty was undeniable and was enough for her to get places, or use people, to get what she wanted.  Ultimately she simply wanted to enjoy life, which meant enjoying some of the less savory imports that went through Edenia.  Drugs of almost any variety were her pleasures of choice, and of course some other young merchant-children were happy to help her.

It soon became clear to her "parents" that she was beginning to cost them more and more with each passing day.  There was the money she would beg, borrow, or steal from them to pay for her habits; the various times she had gotten in trouble with the law-keepers of the city, though never for any significant crime; and the obviousness that she was never going to really do anything to help their business efforts--unlike their more dutiful and biological children.  With heavy hearts they ultimately cast her out of their household, disowning her entirely.  There was some fighting of course, but ultimately she left--perhaps thinking that it would give her more freedom--and went directionless into the world.

It became harder and harder to support herself as a handful of years went by.  The beautiful, directionless Lily floated down the river of life with nothing to tether to, and nothing to gain support from.  Perhaps the goddess took pity on her plight, or perhaps she saw in her something greater.  It's certainly unclear, but the hand of Delilah--goddess of Sun, Beauty, and Pleasure--scooped the flower from the river to care for it.  In a drugged haze Lily had found herself alongside a crystal-clear river.  She knelt by it and stared at her reflection, seeing the state that her recklessness had led her to.  Tearfully she asked for help, for guidance, and her prayers were answered with illumination.  She was infused with some measure of the power of the Divine, and the budding Oracle felt the subtle pull to the Sisterhood of the Ruby Maiden.  They took her in and helped her recover from her ordeals and learn the Dogma of their Goddess.

Ultimately Lily's place was never going to be a temple.  Instead she headed out into the wide world, fueled by an inner fire fueled by divine sunlight to express the Love and Pleasure of life, and the Beauty of the Sun.

Character Sheet



Mythweavers Link

Other Information

A&A

Gateman

So, this is my first pathfinder sheet, so be gentle. Lemme know if something needs fixing and I'll do so immediately

Name: Rogar the fool
Race: Elder Dwarf
Class: Skald
Level: 2
Alignment: Neutral Good
Deity: Shelyn
Favored Class: Skald





Strength: 16 +3
Dexterity: 10 +0
Constitution: 12 +1 (+1 Racial modifier)
Intelligence: 8 -1
Wisdom: 14 +2 (+2 RM)
Charisma: 16 +3 (-2 RM)




-Traits-
Talented:You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (Sing), and all Perform skills are always class skills for you.

Persuasive Performer: You can use any of your Perform skills in place of Diplomacy, not just Perform (keyboard instruments, oratory, string, or wind). If you do use Perform (keyboard instruments, oratory, string, or wind), you gain a +2 bonus on your check.

-Racial Traits-
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.

Surface Survivalist: Some dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.


Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

-Class Features-
Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even while using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on the table above. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even nonverbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Raging Song
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.

When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.

Inspired Rage
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

Versatile Performance (Ex): At 2nd level, a skald can choose one category of Perform skill associated with the skald class (see below). He can use his modifier for that skill in place of his modifier for the associated skills listed below. When substituting in this way, the skald uses his total Perform skill modifier in place of the associated skill's modifier, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the skald can select an additional category of Perform to substitute.

The categories of Perform and their associated skills are Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the skald becomes less susceptible to sonic effects. The skald gains a +4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects.


-Skills-
(+1 Favored Class bonus)
Sing 2
Storytelling 1
Handle Animal 2
Diplomacy 1
Use Magic Item 1
Spellcraft 1
Linguistics 1


-Feats
Skald's Vigor ( While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist. )

Scribe Scroll ( You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. )


-Weapons-
Gauntlet, spiked
      DMG Roll (1d4) Crit (×2) 1 lb

-Armor-
Hide Mail, spikes (Medium Armor: +4 Armor Bonus, +4 Dex bonus, -4 Armor Check Penalty)

-Equipment-
Backpack
paper x 10
ink
pen x2
Waterskins x2
soap x2
Disguise kit
Entertainer's outfit
5 GP

-Magic-
Dancing Lights (Lv. 0)
Daze (Lv. 0)
Lullaby (Lv. 0)
Flare (Lv. 0)
Cause Fear (Lv. 1)
Unseen Servant (Lv. 1)




Armor Class: 15
Initiative: 1d20
Hit Points: 23 (1d8 +2, 1 Favored Class Bonus)

Languages: Common, Dwarven,

Personality: Rogar is a jovial character, full of mirth and always ready to crack a joke. As a performer, he enjoys nothing more than being the center of attention. As such, he seems to focus on little that doesn't allow him to have fun, make others have fun, or make him some coin. It's hard to determine whether he's ever being serious or not, because damn near everything that he says is either a joke or delivered with the same tone as one. He tends to use this as a defense mechanism to hide his true emotions.

Brief History: Many say that they will run away and join the circus when they're a child, but Rogar actually did so. Hitching a ride on a passing caravan, he left his home at a young age and took on the role of a performer. He spent almost four decades with a travelling circus, learning a little bit of everything, always trying to put together a better show for his troupe. Once he'd become certain enough in his abilities, he struck out on his own, planning to make a name for himself and become a great performer.

When raiders attacked Evermeet, he was unfortunate enough to be there. Seeing the destruction firsthand, he ran as fast as stubby legs could carry him. The experience changed him, and made him aware, for once, that he had to do more. He could no longer stand by and watch what was happening, nor could he continue running. When the attacks found him again, he joined the fray with the city guards, his powerful voice rising above the cacophony of combat to embolden the guard. Several fell that day, but the day was won. He left soon after, offering nightly performances in exchange for a seat on a merchant's caravan. After all, he still dreams of being a famous performer, and what faster way is there than to be a hero?

Appearance

TFcommando

Look up the Favored Class bonus.  If your favored class is Skald, you get to choose from a variety of bonuses for each level you take in it... +1 skill point and +1 hit point are the most popular.  It's a way to reward people who don't multi-class.

I believe that HP are max at each level, so you'd have 8+2 at level 1 and 8+2 for level 2, 20 total, + any favored class bonuses you put in there.

12 is pretty low for Cha, since your spells depend on it.  You might swap the Con and Cha numbers, and use the Favored Class bonus to bring up your hit points. 

8 Dex can be a problem, since it'll give you a -1 to your armor class.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Gateman

Quote from: TFcommando on February 18, 2017, 01:21:47 AM
Look up the Favored Class bonus.  If your favored class is Skald, you get to choose from a variety of bonuses for each level you take in it... +1 skill point and +1 hit point are the most popular.  It's a way to reward people who don't multi-class.

I believe that HP are max at each level, so you'd have 8+2 at level 1 and 8+2 for level 2, 20 total, + any favored class bonuses you put in there.

12 is pretty low for Cha, since your spells depend on it.  You might swap the Con and Cha numbers, and use the Favored Class bonus to bring up your hit points. 

8 Dex can be a problem, since it'll give you a -1 to your armor class.

Thanks for the advice! I didn't know about the favored class bonuses, and I thought you roll a d8 to up your health on each level up, hence the somewhat squishy health pool. I kinda figured dex would be a decent dump stat, but I might reconsider.

Chulanowa

At first level, you get the full 8 hit points from your hit die. And Laughing Hyena is also allowing you to just have max hit points for level 2. You also gain your constitution bonus worth of hit points at each level. Since you have 18 Constitution (16 base, +2 racial bonus) you have a Constitution bonus of +4. Meaning that just from your hit dice and constitution, you have 24 hit points (8+4 for level 1, 8+4 for level 2)

At level 1, you choose a favored class. Every time you take a level in that class, you can gain either +1 hit point, +1 skill rank, or some bonus particular to your race. In the case of a Dwarf Skald, that would be...
QuoteReduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).

Also, since you get proficiency in medium armor and shields, and skalds don't have any real reason to use ranged combat low dex won't hurt you too badly.

And finally, you should only have Scribe Scroll and one other feat; in Pathfinder, you gain a single feat at level 1, then every two levels after. So, 1,3, 5, 7, etc.

build seems solid to me - that might just be the 18 con though (ba-dum-TISH!) The Charisma will be a minor pain; wehn you gain a +1 ability score (every four levels) throw it into Charisma; you'll manage to keep up with your spell levels. 6 rounds of raging song at level 2 isn't bad, either. For which spells you should take, look at "buff" sort of spells; a low Charisma means that htey will eb easier for enemies to save against, so helping your team will likely work better than trying to hurt hte enemy, in this case.

Gateman

Quote from: Chulanowa on February 18, 2017, 02:44:46 AM
At first level, you get the full 8 hit points from your hit die. And Laughing Hyena is also allowing you to just have max hit points for level 2. You also gain your constitution bonus worth of hit points at each level. Since you have 18 Constitution (16 base, +2 racial bonus) you have a Constitution bonus of +4. Meaning that just from your hit dice and constitution, you have 24 hit points (8+4 for level 1, 8+4 for level 2)

At level 1, you choose a favored class. Every time you take a level in that class, you can gain either +1 hit point, +1 skill rank, or some bonus particular to your race. In the case of a Dwarf Skald, that would be...
Also, since you get proficiency in medium armor and shields, and skalds don't have any real reason to use ranged combat low dex won't hurt you too badly.

And finally, you should only have Scribe Scroll and one other feat; in Pathfinder, you gain a single feat at level 1, then every two levels after. So, 1,3, 5, 7, etc.

build seems solid to me - that might just be the 18 con though (ba-dum-TISH!) The Charisma will be a minor pain; wehn you gain a +1 ability score (every four levels) throw it into Charisma; you'll manage to keep up with your spell levels. 6 rounds of raging song at level 2 isn't bad, either. For which spells you should take, look at "buff" sort of spells; a low Charisma means that htey will eb easier for enemies to save against, so helping your team will likely work better than trying to hurt hte enemy, in this case.

Alright, so before I read that, I'd edited slightly to give myself more dex and less constitution. Went back and took out the extra feat, and sorted out my traits. Other than that, I think I've still got a good build. Thanks for the help clearing things up

Chulanowa

So, I'm set up for a male Agathion-Blooded (Cervinal) Aasimar. Because really I want to play a faun, but that doesn't seem to be an option in Pathfinder. bah, humbug.

Just need to decide on Class for one of these guys.

#1

#2 (NSFW)

Both clearly Nature-y... which doesn't really narrow it down  ;D Could be a druid. Could be a Brown-Fur Arcanist. Could be a gunslinger with ranks in Profession: Garderner, you never know!

Re Z L

Sheet nearing completion.  Background is up, and most of the character sheet is done.  Just need skills really, and a bit of equipment.
A&A

Laughing Hyena

Christ, you people are going to make it so hard to pick just five to six people.

Snake

I've got mine done too; a Tiefling Alchemist that's hard as balls to kill cuz of a passive auto healing ability :3

Gateman

Quote from: Laughing Hyena on February 18, 2017, 03:42:38 PM
Christ, you people are going to make it so hard to pick just five to six people.

Really hope that I make the cut, took forever to get everything right on my sheet ><

Re Z L

Quote from: Gateman on February 18, 2017, 03:55:20 PM
Really hope that I make the cut, took forever to get everything right on my sheet ><

By the way, you might find some advice, or helpful tips for the Skald here.
A&A

Gateman

Quote from: Re Z L on February 18, 2017, 04:42:29 PM
By the way, you might find some advice, or helpful tips for the Skald here.
I shall keep that in mind. Actually stumbled across that when I was looking for traits

Re Z L

Quote from: Gateman on February 18, 2017, 06:34:15 PM
I shall keep that in mind. Actually stumbled across that when I was looking for traits

Rock on, and may the power of the Metal be with you

A&A

RubySlippers


Kimmy

Quote from: Laughing Hyena on February 18, 2017, 03:42:38 PM
Christ, you people are going to make it so hard to pick just five to six people.

By the Goddess, it's fair to share our mortal torments :P
Posting rate: Moderate       Currently Chasing: Playful, Romance & Something Rough.
A&A           RL Issues: Some Insomnia.
Offsite RP's: 2 online + 1 RL. Currently Craving: Romance and just a touch of something darker...

Laughing Hyena

The hour is almost upon us. I am writing down the beginnings of your journey and I am eager to see what exactly transpires. But we are still missing applicants sheets and the deadline is coming up fast. I do hope that we do not have other withdrawals but I will understand that this lengthy period of waiting can kill muse. Hopefully that is not the case. In the meantime I am making selections from applicants. Know that I was looking for both cohesion in party, what will make the most communication for players. But most importantly I was looking for those applicants whom either expanded upon the lore via communications with me such as pantheon and locations. Or took lore into account for their backstory. Even with a generous party composition of six, I am going to have to make tough choices.

Re Z L

All done!

Moved the character sheet to Mythweavers and finished out all of the minor details.
A&A

Laughing Hyena

Alright then, its time for me to make my decisions, and because we have a few people running late I will give this to the end of midnight eastern time to make the final two people for the party. However four people have been decided upon after much deliberation and reasoning. So do not fret if you have not been called up. There are still two more people yet to be named. Here are the first four whom made it in.




TF Commando helped to expand the city of Evermeets upper class and created a rather interesting contract for the party I intend to have, and gives a unique perspective from the upper classmen of questionable tastes. Hence Lady Pasara the Sorceress is in.

Latooni is a familiar face and I know what to expect but they also took the time to invest into the lore from a untouched section of the campaign, and one of this I am interested in exploring. Hence the monk Bell Lightfoot makes it into the party.

Kimmy, perhaps had the greatest effect, giving me a reason to detail some of the pantheon in greater detail, and as impacted the lore well before the first post in the adventure. This is greatly appreciated and as such her paladin Maxine is in the group.

Re Z L, showed a different perspective from the same pantheon, giving us an oracle that will give great party contract of people with differing origins and opinions about the same goddess that they are devoted towards. Hence I award the fourth position in the group to the oracle Lily.


Kimmy

@spins@ Congrats & Good luck to everyone!

Do we have an O.O.C. thread to chatter in yet?
Posting rate: Moderate       Currently Chasing: Playful, Romance & Something Rough.
A&A           RL Issues: Some Insomnia.
Offsite RP's: 2 online + 1 RL. Currently Craving: Romance and just a touch of something darker...

Laughing Hyena

#98
I'll get things set up.

And done so.

https://elliquiy.com/forums/index.php?topic=263393.0

Gateman

So, who's the last two people? The anticipation is killing me