J-Mart Fantasy: The X-Emplars, Primadox, Baloth

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Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

J-Mart Fantasy: The X-Emplars, Primadox, Baloth

Post by Thorpocalypse » Sun Jan 15, 2017 5:13 am

The more I thought about it, the more I started leaning towards keeping my fantasy stuff separate. I might get more experimental with that setting so it feels more like a stand-alone thread.

For now. ;)

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

GLORIANT SETTING:

SETTING INFORMATION:

House Rules
Gloriant History
Gloriant Information (Calendar, Domains, Races)
Gloriant Information II (Deities)

ADVENTURES:

Trouble Times Two:

Part 1
Part 2
Part 3
Part 4

Wagon Ambush:

Part 1
Part 2

Against the Spider Queen:

To the Spider Queen's Lair
In the Temple of the Spider Queen
Ishkanah's Lair

---

PCs:

Arisema Navara (Human Warlord)
Baruun (Warforged Paladin of Therin)
Bataar (Shokan Brawler)
Beaver the Bard (Human Bard)
Brok Godlight (Half-Orc Cleric of Therin)
Charyllis Underburrow (Halfling Paladin of Arvorea)
Dathan Caspian (Human War Mage)
Drenna the Druid (Human Druid)
Dryzza (Shadar-Kai Psion)
Eran Vanravien (Aasimar Life Priestess)
Extherene Hope (Tiefling Sorcerer)
Glaesya of Calanshire (Human Dawnstrike Paladin)
Iziwe (Human Blademaster)
Jaharri (Leonine Barbarian)
Jobymme (Dragonborn Cleric of Thjor)
Kikaw (Kenku Rogue)
Kolfi (Dwarven Fighter)
Lady Charisa (Vampire Cleric of St. Elenda)
Lady Laurien Montrayne (Aasimar Fiend Hunter)
Magdalena Di Fiori (Human Assassin)
Naenen (Firbolg Druid)
Pon-Bak (Pandafolk Monk)
Qassuth (Aven Mind Mage)
Rain the Ranger (Human Ranger)
Rajan (Arcane Archer)
Sister Eli (Human Monk)
Tak-Cha (Thri-Kreen Fighter)
Tilron (Merfolk Shaman)
Trixi Picklebottom Goldflower (Gnome Tinkerer)
Varduk (Minotaur Sorcerer)
Xelennia Nailo (Elven Rogue)
Zaila (Goliath Barbarian)


NPCs:

Ananfenza the Foremost
Ankle Shanker (Goblin Hordechief) with her Elites
Brogg (Orc War Chieftain)
Hallistra Nirinath (Drow Spider Priestess)
Ishkanah (Spider Queen)
Luscian Kallavar (Human Necromancer)
Null'Niss Freani (Drow Assassin)
Strumas and Orbin (Human Fighter and Arcane Rogue)
Surath the Skull Cleaver (Minotaur Warlord)
Tharzok (Hobgoblin Warlord)
Valin Starrion (Werewolf Lord)


X-EMPLARS NPCs:

Balderron (Master Assassin)
Kalen (King of Thunderhold)
Mairada (Sorceress Supreme)
Pergathon (Master of Espionage)
Sian (High Priestess of Therin)
Xander Daellion (High King of Gloriant) with Avagorn

X-KNIGHT NPCs:

Loghahn the Berserker


CLASSES/ARCHETYPES:

Bandits
Mystic Ninjas
Thugs
Townfolk (Apothecary, Bartender, Blacksmith, City Guard, Moneychanger, Noble, Tavern Brawler)

RACES:

Aetherborn
Bugbears (Standard, Warchief)
Dragonborn
Elves (Drow)
Elves (High)
Elves (Wood)
Gnolls (Standard, Claw Fighters, Packlord)
Goblins
Hobgoblins (Standard, Elite, Warlord)
Kobolds (Scrappers, Slingers, Winged, Dragon Priest)
Kor
Minotaurs
Ogres
Orcs (Rippers, Elite)
Panderians
Shokan
Vampires (Standard)
Vedalken


DEMONS:

Demon (Ape)
Demon (Assassin)
Demon (Balor)
Demon (Carnage)
Demon (Chain)
Demon (Gnaw)
Demon (Goristro)
Demon (Ice)
Demon (Imp)
Demon (Legion)
Demon (Marilith)
Demon (Spined)
Demon (Vrock)

DRAGONS:

Dragonlord Dromoka

Dragon (Hatchling)
Dragon (Juvenile)
Dragon (Young)
Dragon (Adult)

Fire Dragon (Old)
Fire Dragon (Ancient)
Frost Dragon (Old)
Frost Dragon (Ancient)
Gold Dragon (Old)
Gold Dragon (Ancient)
Sea Dragon (Old)
Sea Dragon (Ancient)
Silver Dragon (Old)
Silver Dragon (Ancient)
Storm Dragon (Old)
Storm Dragon (Ancient)
Swamp Dragon (Old)
Swamp Dragon (Ancient)

BESTIARY:

Aetheride Whale
Ankheg
Automaton (Servo)
Automaton (Thopter)
Axe Beak
Baloth
Bat (Gurmag Swiftwing)
Bear (Dire)
Bear (Grizzly)
Bear (Polar)
Bear (Runeclaw)
Beholder
Blights (Twig, Needle, Vine)
Bulette
Chimera
Crocodile
Crocodile (Dire)
Darkmantles
Deer (Buck, Doe)
Dinosaur (Ankylosaurus)
Dinosaur (Brachiosaurus)
Dinosaur (Carnage Tyrant)
Dinosaur (Deinonychus)
Dinosaur (Gishath Sun's Avatar)
Dinosaur (Pteranodon)
Dinosaur (Regisaur Alpha)
Dinosaur (Ripjaw Raptors)
Dinosaur (Stegosaurus)
Dinosaur (Triceratops)
Dinosaur (Tyrannosaurus Rex)
Displacer Beast
Ettins
Formorian
Gargoyles
Ghouls
Giants (Fire)
Giants (Frost)
Giants (Hill)
Giants (Stone)
Giants (Storm)
Girallon
Golem (Clay
Golem (Flesh)
Golem (Iron)
Golem (Stone)
Griffon
Hawk
Hellhound
Hippogriff
Horses (Riding, War)
Hound (Shadow Hound)
Hydra
Hyenas (Standard, Dire)
The Kraken
Lion
Lion (Fleecemane Lion)
Mantis (Giant)
Mind Flayer
Owlbears
Pegasi
Peryton
Primadox
Rabbit
Rats (Giant, Dire, Swarm)
Roper
Shambling Mound
Skeletons
Sphinx
Sphinx (Criosphinxes)
Spiders (Monstrous)
Stirges
Tarrasque
Tiger
Tiger (Sabretooth Tiger)
Treant (with Awakened Tree)
Troll
Umber Hulk
Vine Horror
Watcher in the Water
Werewolves
Werewolves (Packlord Alpha)
Wolf
Wolf (Dire)
Wolf (Winter)
Wolverines
Wolverines (Dire)
Worgs
Wraith
Wyverns
Zombies
Zombies (Gravehound)
Zombies (Minotaur)
Zombies (Ogre)
Zombies (Rotting Mastodon)
Last edited by Thorpocalypse on Wed Sep 05, 2018 2:14 am, edited 238 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: No replies yet, please

Post by Thorpocalypse » Sun Jan 15, 2017 5:13 am

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Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

House Rules

Post by Thorpocalypse » Sun Jan 15, 2017 5:13 am

HOUSE RULES: EARTH GLORIANT

Of course, you can't just use the rules as written, what's the fun in that? Especially in a fantasy setting.

This is a CONSTANT work in progress as I roll through more tests and get more feedback from any FTF or online games.

SKILLS:

Nothing yet, but there could be something eventually.


ADVANTAGES:

HOUSE ADVANTAGES: Here is a list of homebrew, swiped, converted 2E and eventual new 3E book Advantages (I hope) that I will be using for my personal setting builds:

NOTE: Any Advantage with a *** in front is still being tested and is not currently available for game usage. If it changes, the *** will be removed.

Accelerated Acrobatics - You can try to cross a precarious surface faster than normal. If you increase the Difficulty Class by 5, you can move your full speed as a move action instead of -1 rank. Moving twice your speed in a round requires the penalty plus two skill checks, Acrobatics and the usual Athletics.
Accelerated Climb - You can try to climb more quickly than normal, at -1 rank instead of -2. You can accept an addition +5 DC to move at full speed.
Accelerated Stealth - You can move up to your normal speed instead of -1 rank. Moving twice your speed in a round requires the penalty plus two skill checks, Stealth and the usual Athletics.
Cat's Feet: You are extremely difficult to detect by normal hearing. All opponent's Perception checks against your auditory Stealth checks is made with a -5 penalty.
Clean (ranked) - Checks to connect you with a crime increase by DC5 per rank.
Combat Clarity (ranked) - +2 checks to resist Feints, 2nd rank increases to +5.
Combat Leader - Use a Hero Point or Luck (Inspiration) for you and allies in 60 ft radius to get +2 bonus on Initiative rolls.
Conceal Efforts - Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter - Use your Attack Bonus instead of Deception to Feint in combat.
Damaging Escape - When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Deadeye - You can Aim as a move action. Cannot be used in conjunction with Improved Aim in same action.
***Deep Ties (ranked) - Gain extra an hero points when faced with an emotionally important complication. Limited to 3 ranks.
Defensive Strike (ranked) - +2 on next attack against opponent that misses you in close combat (2nd rank increases bonus to +5). First rank does not count against PL caps.
Durable Lie - The target believes your Deception for an additional round.
Eagle Eyes - Your visual perception range increment is 100 ft.
Fighting Climb – You are not vulnerable when climbing.
Forceful Intimidation - You can force your subject to take an action that is against his interests (but not life threatening).
Follow-up Strike - Follow up a critical hit with a free attack action against the same target
Hide Tampering - You can conceal any tampering with a device. Anyone who inspects the device must make a check against your Technology or Sleight of Hand check result to notice your tampering.
Improved Daze – You can attempt to Daze as a move action without the penalty.
Improved Feint – You may attempt to Feint as a move action without the penalty.
Improved Trick - You may use Deception to bluff or trick as a move action without penalty.
Last Stand - Use Extra Effort to ignore all damage penalties for one round.
Lionheart (ranked) - +2 bonus on Will or Fort checks against Fear and related effects (2nd rank increases bonus to +5). Limited by PL caps.
Martial Strike (ranked) - +1 unarmed damage per rank.
Rallying Cry: As a standard action, you can spend a hero point or use Luck (Inspiration) to grant grant allies in auditory perception range a new Will or Fort check to overcome fear and lasting mental effects.
Rousing Speech (ranked): Choose interaction skill, make DC15 interaction skill check to grant ally +2 bonus to particular check. Additional rank to raise bonus to +5 or select additional interaction skill.
Skill Supremacy (ranked) - When using Extra Effort for a bonus to check to a chosen skill add +5 to the bonus instead of +2.
Speed of Thought - Use Intellect modifier instead of Agility modifier for initiative checks.
Sweeping Strike: If you succeed on a successful unarmed attack, you can make a free trip attack.
Swift: You can add an extra rank of Speed to your additional rank gained with a successful Athletics check.
Tough (ranked) - +1 to Toughness saving throws, limited to 3 ranks.
Unbalancing Strike - When you hit an opponent with a close attack, you can choose to throw them off balance rather than inflicting damage. A hit means he is Vulnerable on defense for the next round.
Withstand Damage - When using the Defend action, you can reduce active defenses 2 ranks to increase Toughness bonus by 2 ranks.
Wolf's Ears: Your auditory perception checks have range increment of 100 ft.
Zen Strike - Use your Awareness modifier instead of your Strength for unarmed damage.

Combat Maneuver Combos: I'm pretty sure I saw that Jon L confirmed that you are not supposed to use maneuver combos like All-Out/Power Attack at the same time. But I'm allowing their usage up to +2/-2 for non-minions or forces with the use of Extra Effort or an HP. Characters that have the necessary Advantages for the combos can use combos up to the full +5/-5 ranks. I think utilizing the full +5/-5 can be overpowering most of the time, but for certain moments, I think it brings excitement so I decided to allow it in this manner for now.

Languages: Too expensive in the RAW for my taste. My rule is that Languages rank 1 gives you 2 languages, 2 ranks gives you 5, 3 ranks gives you 10 and so on up the Progression chart. I don't see giving anymore than 3 ranks, but you never know.

Luck: Also, I am using the optional Luck Advantage rule from the GM's Guide that allows a character to have ranks at Luck that reflect each separate application of HP usage. So characters can have:

Luck (Edit Scene)
Luck (Heroic Feat)
Luck (Improve Roll)
Luck (Inspiration)
Luck (Instant Counter)
Luck (Recover)

Total Luck ranks are still limited to half the character's PL rounded up.

MTG Based Inspiration: In trying to replicate some of the Magic the Gathering mechanics, I was struggling with the “pumping” creatures process. Those are abilities like “add a +1/+1 counter to target attacking creature" etc. In MnM, that would put many creatures over PL caps, especially if you keep stacking counters on them. In order to simulate some of that and not obliterate PL rules too much, I’m making a House Rule on Inspire which will not grant a sustained “counter” but will allow for some extra oomph a bit.

In my fantasy setting (not my prime superhero settings), Inspire is not limited to one use per scene for 2 ranks of Inspire (+2 checks or +1 checks/+1 active defenses) or less. In addition to Hero Point usage it can also be activated by usage of the Luck (Inspiration) Advantage. Also, as noted, multiple ranks of the Inspire bonus can be split between offense and defense, but must be called out ahead of time.

Example: Anafenza uses her Tactical Inspiration power, which is an Enhanced Advantages 2 (Inspire 2 [+1 attacks/checks/+1 active defenses], Flaw: Limited [only when Anafenza is attacking]) Enhanced Advantages 4 (Luck [Inspiration] 4). So Anafenza can basically grant those bonuses for up to 5 rounds (her HP and 4 ranks of Luck) if not more depending on how many HP she has acquired.

Ranked Power Attack: The usage of the Power Attack Advantage works similarly to Improved Critical in that you need to note the effect that you can use Power Attack with. Example: Superman takes Power Attack (1) (Unarmed) so he can increase his damage up to +5 for that attack only. His Heat Vision Power Attack increase would be limited +2 per the standard Power Attack maneuver rules.

Multiple ranks in Power Attack can be taken for as many attacks/effects as the player wants.


POWERS:

Some slight alterations to some powers for this setting.

Regeneration Rounds: Just for clarification, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.

Healing Factor: Regeneration 1 (1/every 9 rounds [9]); 1 pt
Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Healing Factor: Regeneration 10 (1/every round); 10 pts

Regeneration 11 on would be one every round, then add a check per the chart...

Time is Immutable: There is NO TIME TRAVEL in this setting. You can have effects that slow or speed up a "personal time field" but it's more of a mental effect as opposed to stopping or accelerating time. No Movement (Time Travel) in the Thorpocamultiverse. Time travel is just a walking plot hole and it's getting overused in all fantasy/comic/sci-fi mediums right now so I am putting a stop to it here. Of course, if I screw something up bad enough, I reserve the right to retcon this, of course. :)


HOUSE RULES II:

***Extra - Full Speed: This is a work in progress, but the way speed and flight affects work in the system, you basically go from zero to 60 immediately. Most abilities don't work like that. Someone like the Flash should be able to, of course, but someone like Angel should have to get those wings flapping a bit, or fast animals like a lion or T-Rex need to build up some steam in order to hit top speed. My initial thoughts are adding a 1 pt Extra for Full Speed that I can give my characters to denote that they can automatically hit top speed, otherwise you can only move half your full Speed/Flight ranks in the first round (Rank 1 you move normal speed) unless you make an Athletics check for full movement. I'm not quite sure on this yet though.

FANTASY SETTING GENERAL GAMEPLAY:

Hero Points Carry Over: According to the RAW, HP goes away at the end of an adventure. I like my characters to have a lot so they can do cool stuff when they need it so in my games, HP can carry over until the next adventure/scene. You can only have has many as your PL, though.

***Power Levels: While I really think a “1st level PC” is equated to PL4 in MnM, I’m starting my PCs out at PL5 for my own personal tests and stories. My goal is to keep things lower PL for a while, then, when I get bored, get them up to PL10-12 for some epic adventures.

This is a general guide and may adjusted depending upon how things go. Also, at the moment, I am not counting Magic Items or equipment gathered via adventuring in the point cost. Also, a character’s PL may jump half a PL with the acquisition of an item. Example: Arisema (PL5) and crew defeat a gang of Drow thieves, the leader of which has a Masterwork Elven True Strike Bow (Equipment: Piercing Ranged Damage 3, Extra: Accurate, Precise, Dangerous; 6 pts). She is +7 with a Bow now and the +2 from the Accurate makes her attack +9, effectively making her PL6, but only with the bow. Otherwise, all her cap limits and such are calculated at PL5 level. If she finds some Gloves of Bow Mastery that grant another +2, they wouldn’t stack until she gets enough points (or GM graciousness) to go to PL6 overall.

Escalation is as follows:

PL5 – 90-98 pts
PL5.5 (6) – 99-104 pts. I’m thinking that there should be a middle ground before raising a PCs total PL. Unless I give one of them something that jacks up their PL (magic sword/enchanted armor for a plot device, etc.) then once they get about halfway to the next PL, I’ll let them raise either their offensive PL or defensive PL. Once they get enough pts for, in this case PL6, then they can raise both if they want.
PL6 – 105-111 pts
PL6.5 (7) – 112-119 pts
PL7 – 120-130 pts
PL7.5 (8) – 131-139 pts
PL8 – 140-146 pts
PL8.5 (PL9) – 147-155 pts
PL9 – 156-163 pts
PL9.5 (PL10)– 164-174 pts
PL10 – 175-185 pts
PL10.5 (PL11) – 186-199 pts
PL11 – 200-213 pts
PL11.5 (12) – 214-224 pts
PL12 – 225+

Wealth System: I’m using a variation on Wealth Rank system from the Warriors and Warlocks 2E sourcebook. The PCs Wealth ranks are separate from other Benefits granted or bought as they advance and increase as they find treasure. Wealth ranks are flexible and can decrease as the PCs buy items. For example, Arisema wants to upgrade to Chain Mail from Studded Leather. Her Wealth rank at the time is 10 (100 gp) and the armor is a Wealth rank of 9 (50 gp). She now drops to Wealth rank 9.

Wealth (1) - 10 cp/1 sp
Wealth (2) - 25 cp
Wealth (3) - 50 cp/5 sp
Wealth (4) - 1 gp
Wealth (5) - 2 gp
Wealth (6) - 5 gp
Wealth (7) - 10 gp
Wealth (8) - 25 gp
Wealth (9) - 50 gp
Wealth (10) - 100 gp
Wealth (11) - 250 gp
Wealth (12) - 500 gp
Wealth (13) - 1000 gp
Wealth (14) - 2500 gp
Wealth (15) - 5000 gp
Wealth (16) - 10000 gp
Wealth (17) - 25000 gp
Wealth (18) - 50000 gp
Wealth (19) - 100000 gp
Wealth (20) - 250000 gp

DAMAGE: Since this is a fantasy setting, unless otherwise noted, we'll be using the Lethal Damage rules so 3rd degree damage failures add the Disabled condition and 4th degree failures add Dying.


EQUIPMENT:

Here is another constantly evolving list. As I think of new items, I’ll add them.

GENERAL EQUIPMENT:

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torch, Waterskin; 5 pts
Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt/7 wr
Backpack: Feature 1 (equipment storage); 1 pt/4 wr
Bedroll: Feature 1 (eliminates sleep checks daily); 1 pt/5 wr
Caltrops: Feature 1; 1 pt/6 wr
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt/5 wr
Climber's Kit: Feature 1 (+2 Athletic checks ot climb); 1 pt/5 wr
Disguise Kit, Masterwork: Feature 3 (Major bonus to Deception checks for disguise); 3 pts/8 wr
Disguise Kit: Feature 1 (Circumstance bonus to Deception checks for disguise); 1 pt/7 wr
Flint and Steel: Feature 1 (Creating a tiny flame, like a match, useful for lighting other fires); 1 pt/4 wr
Healer's Kit, Masterwork: Feature 2 (Tools, Treatment, +2 Treatment checks); 2 pts/7 wr
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt/6 wr
Lantern: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
Orb: Feature 1 (Tool for scyring); 1 pt/8 wr
Restraints: Feature 1 (Toughness 5, DC20 Sleight of Hand); 1 pt/4 wr
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt/8 wr
Rod: Feature 1 (Focus for spellcasting); 1 pt/7 wr
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sacks: Feature 1 (item storage); 1 pt/3 wr
Staff: Feature 1 (Focus for spellcasting); 1 pt/6 wr
Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
Tent: Feature 1 (eliminates sleep checks daily, provides environmental immunity to cold at night); 2 pts/5 wr
Thieves' Tools, Masterwork: Feature 2 (Tools, Technology; +2 Sleight of Hand checks to pick locks); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt/6 wr
Torch, Everburning: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/8 wr
Torches: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none], Flaw: Unreliable [5 uses]); 1 pt/2 wr
Trail Rations: Feature 1 (eliminates starvation checks for 20 days); 1 pt/5 wr
Wand: Feature 1 (Focus for spellcasting); 1 pt/6 wr
Waterskin: Feature 1 (eliminates thirst checks for 2 days, can be refilled); 1 pt/2 wr
Water-walking Shoes: Movement 1 (Water-walking, Flaw: Limited to half speed); 1 pt/6 wr

MELEE WEAPONS:

Axe, Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts/8 wr
Axe, Greataxe: Slashing Strength-Based Damage 5, Breaking, Dangerous, Reach [5 ft]; 8 pts/9 wr
Axe, Handaxe: Slashing Strength-Based Damage 1; 1 pt/5 wr
Axe, Throwing Axe: Ranged Slashing Strength-Based Damage 1; 2 pts/7 wr
Bo Staff: Bludgeoning Strength-Based Damage 2, Double, Reach (5 ft.); 4 pts/2 wr
Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach (5 ft.), Tripping; 5 pts/6 wr
Claymore: Slashing Strength-Based Damage 3, Dangerous, Defensive; 5 pts/9 wr
Cutlass: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
Dagger, Punching: Piercing Strength-Based Damage 1, Concealable; 2 pts/5 wr
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts/6 wr
Emei Piercers: Piercing Strength-Based Damage 1, Dangerous 1; 3 pts/6 wr
Escrima Sticks: Bludgeoning Strength-Based Damage 2, Double; 3 pts/6 wr
Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts/8 wr
Garotte: Grabbing 0, Chokehold; 1 pt/2 wr
Gauntlet: Bludgeoning Strength-Based Damage 1; 1 pt/6 wr
Great Flail: Bludgeoning Strength-Based Damage 4, Disarming, Reach 2 (10 ft.), Tripping; 7 pts/9 wr
Halberd: Piercing Strength-Based Damage 3, Reach (5 ft.); 4 pts/8 wr
Hammer, Great: Bludgeoning Strength-Based Damage 5, Reach (5 ft.); 6 pts/8 wr
Hammer, Warhammer: Bludgeoning Strength-Based Damage 3; 3 pts/7 wr
Handclaws: Piercing Strength-Based Damage 1, Feature 1 (+5 Athletic checks limited to Climbing); 2 pts/5 wr
Hook Sword: Slashing Strength-based Damage 3, Reach, Tripping; 5 pts/9 wr
Kama: Slashing Strength-based Damage 2, Dangerous; 3 pts/6 wr
Katana: Slashing Strength-Based Damage 3, Dangerous; 4 pts/7 wr
Katar: Slashing/Piercing Strength-based Damage 2, Penetrating 1; 3 pts/7 wr
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts/3 wr
Kris Knife: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/6 wr
Kurkis: Piercing Strength-Based Damage 2, Dangerous; 3 pts/6 wr
Kusarigama: Bludgeoning/Slashing Strength-Based Damage 2, Binding, Disarming, Reach [5 ft]; 5 pts/6 wr
Machete: Slashing Strength-Based Damage 3; 3 pts/7 wr
Maul: Bludgeoning Strength-Based Damage 4, Reach (5 ft.) Smashing, Tripping, Restricted (Str 2+); 8 pts/8 wr
Mere Club: Bludgeoning Strength-Based Damage 2, Dangerous 2; 4 pts/5 wr
Naginata: Slashing Strength-Based Damage 3, Reach (5 ft.); 4 pts/7 wr
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts/7 wr
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts/5 wr
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts/ 2 wr
Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/7 wr
Saber: Slashing Strength-Based Damage 2, Dangerous; 3 pts/7 wr
Sai: Piercing Strength-Based Damage 1, Defensive, Disarming; 3 pts/6 wr
San Jie Gun: Bludgeoning Strength-Based Damage 2, Defensive, Double, Impressive; 5 pts/8 wr
Scimitar, Great : Slashing Strength-Based Damage 4, Dangerous 2; 6 pts/9 wr
Scimitar: Slashing Strength-Based Damage 2, Dangerous 2; 4 pts/ 7 wr
Scythe: Slashing Strength-Based Damage 3, Reach [5 ft.], Tripping; 5 pts/4 wr
Sheng Bao (Meteor Hammer): Bludeoning Strength-Based Damage 2, Concealable, Double, Reach 3 (15 ft.); 7 pts; 8 wr
Spear, Shortspear: Piercing Strength-Based Damage 2, Dangerous; 3 pts/5 wr
Spear: Piercing Strength-Based Damage 3, Dangerous; 4 pts/6 wr
Sword, Bastard Sword: Slashing Strength-Based Damage 4, Dangerous, Flaw: Inaccurate with one hand; 4 pts/9 wr
Sword, Greatsword: Slashing Strength-Based Damage 5, Dangerous; 6 pts/10 wr
Sword, Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
Sword, Short: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 8 wr
Trident, Nine-dragon: Piercing Strength-based Damage 2, Dangerous, Disarming, Reach (5 ft.); 5 pts/7 wr
Trident: Piercing Strength-based Damage 3, Dangerous, Disarming, Reach; 6 pts; 7 wr
Wakizashi: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 7 wr
War Fan: Slashing [Open]/Piercing [Closed] Strength-Based Damage 2, Concealable, Defensive; 4 pts; 7 wr
Whip, Sash: Bludgeoning Damage 1, Disarming, Grabbing, Reach (5 ft.); 4 pts/7 wr
Whip: Bludgeoning Strength-Based Damage 1, Disarming, Grabbing, Reach (5 ft.); 5 pts/7 wr
Wind and Fire Wheel: Slashing Strength-based Damage 2; 2 pts/6 wr


RANGED WEAPONS:

Blowgun: Ranged Affliction 1 (Poison; Resisted and Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, 3rd: Incapacitated, Flaw: Resistible [Toughness]); 1 pts/5 wr
Bolo: Affliction 3 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Impeded, 2nd: Defenseless and Immobilized, Flaw: Diminished Range [10/25/50]); 6 pts/6 wr
Bolo: Ranged Grabbing 3, Flaw: Diminished Range (10/25/50); 5 pts/6 wr
Boomerang: Bludgeoning Strength-Based Ranged Damage 2; 4 pts/6 wr
Boomerang Bludgeoning Strength-Based Ranged Damage 1; 2 pts/6 wr
Bow, Dragon's Tongue: Ranged Piercing Damage 3, Penetrating 2; 8 pts/9 wr
Bow, Frog Crotch: Ranged Piercing Damage 3, Smashing, Limited to cutting; 7 pts; 8 wr
Bow, Longbow: Ranged Piercing Damage 3; 6 pts; 9 wr
Bow, Shortbow: Ranged Piercing Damage 2; 4 pts; 8 wr
Bow, Skinsplitter: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
Bow, Willow Leaf: Ranged Piercing Damage 3, Precise; 7 pts; 11 wr
Chakram: Slashing Ranged Damage 3, Dangerous; 7 pts/8 wr
Crossbow, Heavy Masterwork: Ranged Piercing Damage 4, Dangerous; 9 pts; 10 wr
Crossbow, Heavy: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
Crossbow, Light: Ranged Piercing Damage 2, Dangerous; 5 pts; 9 wr
Javelin: Ranged Piercing Damage 2, Dangerous; 5 pts; 3 wr
Longbow, Masterwork: Ranged Piercing Damage 5; 10 pts; 11 wr
Net: Grabbing 2, Entangling; 3 pts; 2 wr
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts; 3 wr
Sling: Bludgeoning Strength-Based Ranged Damage 1, Flaw: Dimished Range (10/25/50); 3 pts; 2 wr

ARMOR:

Leather Armor: Protection 1; 1 pts/7 wr
Studded Leather Armor: Protection 2; 2 pts/8 wr
Hide Armor: Protection 2; 2 pts/7 wr
Chain Mail: Protection 3; 3 pts/10 wr
Breastplate: Protection 4; 4 pts/11 wr
Splint Mail: Protection 4; 4 pts/10 wr
Banded Mail: Protection 4, 4 pts/10 wr
Plate Mail: Protection 5; 5 pts/11 wr
Full-Plate: Protection 6; 6 pts/12 wr
Scale Mail Protection 3; 3 pts/10 wr

SHIELDS:

Small Shield: +1 Dodge, +1 Parry; 2 pts/6 wr
Medium Shield: +2 Dodge, +2 Parry; 4 pts/7 wr
Large Shield: +3 Dodge, +3 Parry; 6 pts/8 wr

MAGIC ITEMS

Work in progress...
Last edited by Thorpocalypse on Sat Aug 11, 2018 5:25 pm, edited 10 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

Gloriant History

Post by Thorpocalypse » Sun Jan 15, 2017 5:14 am

GLORIANT HISTORY OVERVIEW
As recorded by Elder Emberwell the Alduvian, 9th Lorekeeper of Szaride

Hear now, mortals, this story of time before time, of darkness before light and of torment before salvation. Heed this tale of gods and men, war and peace, love and sacrifice. This lore has been handed down from generation to generation of Alduvians and must now be shared with all creatures of the Gilthorian lands in order to preserve that which is known. I have taken it upon myself to tell this tale to all who will listen.

THE CREATION

While there are many theories on the creation of this planet of Jaerth, each depending on what religion one follows, or which wizard, Lorekeeper or elder of a race that you choose to believe. What we Alduvians know is this:

In the beginning, there was the void. And into that void, The Creator was born. It was He who set the stars in motion and who crafted the furnace of our Sun so that the void would not be filled with darkness. He created an infinite number of stars, worlds and dimensions layered upon dimensions with their variety as unlimited as His limitless power. And He loved all His creations equally and boundlessly.

It was during this period of creation that our world was born. The Creator formed the great oceans, our two moons, the majestic mountains, the myriad of plants and trees and the great lands, with the most glorious being our land of Gloriant.

But the world was without any creature or life of any kind. It was with His infinite wisdom that The Creator realized that the life on our world, and all worlds and dimensions, should be as varied and wondrous as the worlds He created. He also believed that all creatures of the world should be given a free will, so that they could each define their own reality and experience His glorious creations in their own individual way.

He also knew that they would need guidance and that His joy in creation was a joy that he wished to share. So He decided not to breathe life into the world Himself. For that, he created his five children, four sons, and a daughter. They would be the first gods, and they would be charged with creating and guiding the creatures and races of the world.

The first son was Anvaelar, who was carefree and proud. He loved song and the glory of gold, and to him his father gave a scepter made of engraved gold and decorated with wondrous gems.

The second son was Azzagrath, who was wise and humble. He loved strength of stone and strength of spirit and to him his father gave a scepter made of marble and Askharil, the “steel of souls”.

The third son was Aer, who was strong and bold, but quick to temper. He enjoyed the flame of emotion and the heat of battle and to him his father gave a scepter made of brass and living flame.

The fourth son was Azkarael, who was the smartest of the children, but was also boastful, prideful and covetous. His father gave him a scepter made of sterling silver and decorated with black diamonds.

The only daughter of The Creator was Anilaya, who was beautiful, clever and curious. She loved sorcery and sunshine, and to her the Creator gave the most special scepter; one made from pure light and magic.

Before the Five Children of The Creator created life in the world, they each had a number of children, and those children: Elhonna, Chronus, Bor, Pelor, Anubis, Gruumsh, and others; and their children and children’s children, became the pantheon of deities that we know today; Each of them carried traits and powers of their parents, but each of them was unique and each had their own philosophy on how life should be created and guided. There was much arguing and many fights between the deities over how the creatures of the world could be created and how they should be governed. In order to be fair, The Five Children of The Creator charged them each with creating a number of creatures as they saw fit, but none in the image of The Five Children and The Creator, as they were not deemed worthy to perform such a feat.

So the deities created all manner of animal, from the smallest bug to the mighty Tarrasque, with all varities in between. And The Five Children were most pleased, as was The Creator, who loved all the creations equally and boundlessly.

Then it was time for The Five Children to create life in their image. And so the races of our world were born.

First, Anvaelar made the elves that were as proud and carefree as he. He granted them long life, love of song and freedom and transcendent grace.

Second, Azzagrath made the mountain folk, who loved the earth and its rich treasures. Short and strong, they too were gifted with long life, but their love was for stone, steel, gems and hard work.

Third, Aer made the humans, who were strong and warlike. He did not grant them long life, as he wanted them to live fully in a shorter time. They were granted with a great sense of adaptability to their world, and were made to be prosperous and fertile.

Lastly, Anilaya made the gnomes and the little folk, who shared her love for magic, beauty and the wilderness. They were gifted with long life, and to have a greater kinship with nature and animals.

Azkarael, however, was not allowed to create the race he desired. Azkarael loved to create division and discontent between his brothers and sister. And he was particularly jealous of Anilaya, who he felt The Creator favored over the brothers. After an especially cruel and divisive act, the details of which have been lost to time, The Creator stripped Azkarael of his scepter and forbade Azkarael to use his powers until he had redeemed himself.

This drove Azkarael mad. He stole Anilaya away and tried to use the power of her scepter to make a race of terrible fiends to walk the world. When Anilaya tried to stop him, he flew into a fit of rage and slew her. However, the power of the scepter would not bend to his evil will, and when he tried to complete his task, the scepter destroyed itself and the resulting explosion shook The Heavens.

The explosion also destroyed Azkarael, but it shattered his essence into several separate entities that were thrust into the world and across all dimensions. The entities became the seeds of several different vile races, ranging from the vile goblins and orcs, to the bloodthirsty hyena-people of the deep deserts. Other creatures, such a demons, devils and fiends also sprang from the larger, more powerful remains of Azkarael and were spread out across all the planes of existence.

When The Creator realized what had occurred, he was devastated by the loss of his daughter and the betrayal by his son. Fearing for all the creations of his children, The Creator himself created the Alduvian race, which are now known as dragons by the other races of this world. To my race he gave long life, great knowledge, and great power, but also the burden of a great responsibility. It was the first of our race that built the unreachable mountain city of Szaride as home and sanctuary and began our long vigil.

The Creator then took away the power of creation from His children and the other deities and gave it to the creatures of Gloriant. In memory of his daughter, he blessed the female of all species with ability to bear children, and greater inner strength than a man could imagine.
After he had done this, The Creator rested, and sleep he did for a long time.

THE TIME OF TORMENT

After the creation, thousands of years passed. Humans, under the banner of Aer and the pantheon of deities that shared his vision, conquered much of the world. Great empires rose and fell. Across the world, humans and elves dabbled in sorcery and the magical power of creation. They brought about the creation of many more species of animal and humanoid creatures. Giants appeared across the land, with strength that could move mountains and varying from brutish louts to noble intellectuals who lived in castles in the sky.
The mountain folk dug hundreds of strongholds under the ground and fought bloody wars with the blind beast-men of the deeps, the giants and the elves, whose arrogance was growing beyond comprehension.

It is believed that during this time, one of the spawn of Azkarael, a demon whose name remains unknown (but is believed to be Demogorgon himself) gained audience with the high human god Aer and began planting seeds of deceit.

Whether that was actually the reason or not, Aer slowly became dissatisfied with his creation. After its initial conquests and wars, humanity had settled down and split into thousands of small cultures. This did not please him, for Aer wanted a unified humanity, strong and warring, unified under his banner. What he saw was an imperfect creation that had to be tempered like an imperfect blade; in fire…

And so, in what was later called the Year of the Weeping Gods, Aer opened the gates of Hell and set loose the demons therein. The sky became black and rained down tainted water. Great storms ravaged both land and sea. And hordes of fiends, led by three infernal generals, pored out upon the helpless world.

The elves escaped across the seas in their great, enchanted ships, riding on winds of magic. The mountain folk and the little folk burrowed deeper in hopes of avoiding the onslaught. The giants were split into different factions, each of which pursued its own means to survive. But there would be no sanctuary for the human race and they bore the full brunt of Aer’s fury.

When the nature of the impending disaster became apparent, the Alduvians of Szaride did not sit idle. We sent our king, Terzhaen, to look for the sleeping Creator from the furthest reaches of the universe, a journey that would take him over three hundred years. The rest of my kin traveled far and wide, to live up to our responsibility as protectors of Gloriant, desperate to save what little we could. I am ashamed to say it, but many of my kind were captured and corrupted by the demons. The bloated and greedy descendants of those once mighty Alduvians are what cause so many today to curse the name dragon. But I digress…

My kind and the human race fought bravely against the infernal horde, but in vain. The fiends raised the dead to fight on as undead abominations, and destroyed human strongholds with spells of destruction. After 50 years of what became futile battle, the war was over, and the torment truly began.

The fiends enslaved entire human empires, for use as servants, to fulfill their depraved pleasures and even food. And through all this, Aer watched and did nothing, hoping that the adversity would drive men to evolve into something greater. Anvaelar also did nothing. His people, who called him Velar, were safe and that was all that mattered to him. Azzagrath attempted to reason with Aer, but to no avail, and not wanting to risk Aer’s wrath, he too, did nothing. And Aer forbade any of the other deities to intervene; less they tempt battle with him. So the human race continued to suffer.

For over three hundred years, nothing changed. Then, precisely three hundred and thirty-three years after the Torment began, the Alduvian king Terzhaen returned from his great journey. Those of my kin who were there that day recall seeing the king stagger in, bone weary but triumphant as he descended to the great square of Szaride. He looked across the crowd and declared, “HE is coming!” and then fell to the ground, dead.
For two days, all was silent. Then on the third day, He did indeed come.

In human annuals, it would be known as The Night of Falling Stars, as it appeared that the stars themselves fell down upon the earth. It was a cloudless night, and one by one, pillars of searing white light came down from the heavens. There was a host of the Nine Celestials Legions, and at their lead, terrible beyond comprehension, was The Creator.

The battle lasted for two days and nights, although there clearly was no question as to what would be the end result. The Creator could have ended the battle in the blink of an eye, but He let the battle continue because He saw that finally, the human race, inspired by The Creator, began to fight back.

And then it was over. The forces of light had triumphed; driving the demons and fiends back into the darkness. Soon, humankind, though battered, recovered to continue their spread across the land. The giants, mountain folk, dwarves, elves and little folks returned to their native lands and all the races worked to rebuild what they had lost in the time of The Torment. Then the time came for a reckoning in the heavens.
For his shortsightedness and cruelty to his own creation, Aer was stripped of his scepter, which The Creator broke into pieces and cast out across the ends of the universe. Without his scepter and wracked with shame and anger, Aer exiled himself from the heavens to a place unknown.

However, it is said that he remains powerful even without his scepter and that he will one day return to wreak a terrible vengeance on his Father.
The Creator again left the governing of the world to the pantheon of deities, and forbade them all from such similar acts, less they incur a wrath a thousand times greater than what was visited upon the demons in The Night of Falling Stars. And to this day, none in the pantheon has dared challenge The Creator’s decree.

THE FIRST GREAT WAR

After the Time of Torment, there was a general sense of peace throughout the land for nearly two hundred and fifty years. This would eventually be known as the First Age of Gloriant. It was during this time that the initial borders of the Gloriant Domains as we know them now were set, although those borders have changed over time. However, there was a great orc king named Grudarc, who believed that the will of the orc god Gruumsh was for the orcs to have lordship over all the lands of Gloriant. As such, he made it his personal crusade to achieve this goal. He began by overrunning the domains of Fiora and Tarkir with his vicious Bloodfang tribe and creating a stronghold in the Fiora forest now known as Orcwood. Soon after, he began to rally hundreds of orc clans under his banner. Before long they became the dominant humanoid force in the land.

As they began to advance across Gloriant, they eventually came into conflict with my people. At first, we had little problem defending ourselves against the orc armies, repelling them time and again, winning each battle decisively. After several defeats, Grudarc knew he would need more than just large numbers to accomplish his goal. They began to focus on gathering more and better weaponry and magic skills that might give them a better chance at victory. And for good measure, Grudarc forged an alliance with the Mind Flayers, who saw the war as an opportunity to gain control of the lands themselves, once the orcs had done most of the work. With their improved skill and the help of the Mind Flayers, the orcs were finally able to overcome our forces and slaughter many of my kind.

After many years of orc rampages, the elven, dwarven and human races joined with my people to battle the orcs in what would later be known as the First Great War. The war raged for many years, and the unified forces led by the great King of Men Amaes Gloriant, Dwarven King Edrinli Thunderhold and the great elven king Valeridas Sunstar battled Grudarc’s forces tooth and nail but could not gain an advantage. Finally, the great wizard Willard created an army of living constructs called the Warforged who fought with the unified races. It was their help that turned the tide of the war, and after a monumental battle in the Valley of Dread, the unified races defeated the orcs and Mind Flayers, with King Gloriant dealing the final blow by beheading Grudarc on the field of battle.

After the loss of their leader, the orcs were all but defeated and the Mind Flayers fled to their secret cities under the earth, to the place now know as The Underdark. As in all wars, though, the victory came at a great cost. The spoils of the war caused the near elimination of many of the humanoid races and many animal species. Even my people seemed to be sensing the end of our species.

But, as it has long been said, “life finds a way”, and in time, the populations of the humanoid races became plentiful again. Many new and strange species of creatures began to emerge, to coincide with the return of the Alduvians, and also unfortunately, the orcs. It was during this Second Age of Gloriant that our continent was named for the first King Gloriant, who became the first recognized High King of the land.

THE SECOND GREAT WAR

For another two hundred years, there was a relative peace throughout the land, as each of the human domains developed their own varying styles of government, but kept a general sense of peace with the other domains. The dwarves, elves, and humans generally kept the orcs at bay, and kept a general sense of peace, however tenuous, with each other. There were many relatively small conflicts, as there has always been and will always be, as good battled evil on a daily basis. But in general, the lands were prosperous and there was a balance between good and evil. It was also known as the first Great Age of Adventure, where the spoils of the last Great War left many ruins to explore, many treasures to claim and drove the bold to seek out new lands to discover.

It was near the end of this civil period that twin brothers were born, Ironious and Teronious. It is said that they were the spawn of a human mother and a great silver Aludvian, Maranog, that often assumed human form, to allow him to seduce females as he pleased. It is believed that their half-dragon lineage gave them great gifts for magic, and they became the two greatest wizards the world had ever known. The two brothers were as different as day and night, though. Teronious was kind and caring man, who used his power for good and to help others. Ironious was a darker, more sullen individual, who delved in dark magic and rarely used his powers for the general good. Each of them was a great teacher, however, and they trained hundreds of wizards, of all races and all alignments, including Tenser, Rary and Mordenkainen. And it was one of their students who would bring an end to the civil period and bring about the next Great War.

Montarrio, a Drow elf who came from a family of wizards, was Ironious’ greatest student. Despite his arrogance and cruel nature, he became of favorite of Ironious nearly from the first day he arrived and he worked closely with him for years. In short time, it became glaringly obvious to Montarrio that Ironious was immensely jealous of Teronious. At every opportunity, he played on that jealousy to help stoke the flames of dissension between the two brothers. After many years of studying with Ironious, learning everything he could from him, even thing that Ironious taught no other students, Montarrio felt he had he become nearly the equal of the brothers; and he knew it was time for him to eliminate his competition. Accounts vary as to what he actually did, but Montarrio orchestrated an incident that brought Ironious’ jealousy to the boiling point. It made Ironious fly into a murderous rage and he engaged in a deadly wizard’s duel with his brother. The battle raged for hours, each of them unable to gain an advantage over the other. Finally, with both wizards exhausted and near collapse, Montarrio unleashed a fury of evil magic upon them and killed him them both. After finishing off several of the brothers’ other students, he became the supreme wizard of the land.

Now that he was the supreme wizard, Montarrio felt he should be the ruler of all of Gloriant. He spent many years creating an empire in Wolfenstrahd, building a great castle deep within the Morgath Mountains and gathering great wealth and many followers. Over time, he gathered a massive army of evil and then he began to wage war against all the domains of Gloriant. Nearly all the domains fell quickly, leaving only the combined forces of the domains of Kurikami and Gilthorian to fight Montarrio’s army. Eventually, Montarrio’s armies pushed the opposing force to within a few miles of the Gilthorian capital of Kormiant.

The turning point of the war came during the Battle of Ainar’Din, where the members of the greatest party of adventurers in the land known as the X-Emplars; Xander Daellion, the mighty warrior and leader of the party; Maradak the Mysterious, the powerful mage; Sian the Cleric; Pergathon, the halfing thief; and Kalen, the dwarven fighter, were able to join the battle after returning from imprisonment many lands away thanks to the trickery of Montarrio.

Their onslaught brought out Montarrio himself and his greatest warrior, the general of his armies, the legendary blackguard, Ethirios the Cruel. Ethirios and Xander Daellion began a monumental battle, that legend says made thousands of warriors stop life and death battle to watch. Eventually, Xander Daellion slew Ethirios. Then Montarrio joined the battle and he nearly defeated the entire Great Party by himself. Just as Montarrio was about to finish them off, two lightning bolts came out of the heavens to strike Montarrio. Most believe it came from the spirits of Teronious and Ironious, who sent them to exact their revenge on their treacherous former student. It did not kill the evil Montarrio but it stunned him long enough for Daellion summon enough strength to rise and cut off Montarrio’s head. Then quickly and wisely, Maradak and Sian captured Montarrio’s soul and imprisoned it in a soul stone to keep him from returning ever again. Without Montarrio’s power and Ethiros’ leadership, the allied forces were able to rout the remaining forces of Montarrio’s army and within a few days, the war was over.

It has been nearly 25 years since that day and the continent is still in a state of recovery. Once again, the lands were razed and many species were near extinction after the ravages of the war. But as mentioned before, life is resilient and the lands are slowly again becoming prosperous. Xander Daellion is now the High King of Gloriant and he and his wife, Queen Diiva Daellion, have given their resources to restore many of the communities that were destroyed during the war, not just in their own domain, but also across the continent. They have helped strengthen the union among the peoples of all domains and along with the other retired members of the X-Emplars, and the X Knights, King Xander Daellion’s special guard, they have kept the peace in the land and have given all the races hope for a bright future. King Daellion’s reign has signaled the dawn of the Third Age of Gilthorian.

And there you have the history of Gloriant so far. What happens next, nobody knows except The Creator himself. But this much I can tell you, reader: the Alduvians will be there, watching it and recording what transpires to enlighten the future generations of Gloriant. I bid you farewell, and may The Creator watch over you.
Last edited by Thorpocalypse on Tue Aug 21, 2018 2:28 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

Gloriant Information

Post by Thorpocalypse » Sun Jan 15, 2017 5:16 am

Some key information about the land of Gloriant (constant work in progress...):

Days of the Week (in Common tongue):

Cadu (Monday)
Tiani (Tuesday)
Koranos (Wednesday)
Seros (Thursday)
Azzar (Friday)
Olysday (Saturday)
Neuday (Sunday)

The 13 Months of the Year (in Common tongue):

Xanuran (Winter)
Sabuary (Winter)
Smarch (Spring)
Tilerin (Spring)
Kathai (Spring)
Erijune (Summer)
Palai (Summer)
Azeman (Summer)
Senaini (Summer)
Daenawn (Fall)
Saiex (Fall)
Nazadeh (Fall)
Jaie (Winter)

• As stated in the history of Gloriant, the land is a state of renewal and recovery. The population of all the humanoid races is increasing steadily and most animal (magical or otherwise) species are gaining in numbers also. The two races that seem to be increasing the most rapidly, though, are goblins (as would be expected) and strangely, Drow elves, which normally were rarely encountered outside of a few areas, but have been showing up in all the regions lately. The one species that seems to be struggling to gain its former strength are the dragons, which comes as a surprise, given their power and revered status.

• While the animal populations in general are showing signs of recovery, it should be noted that many creatures have been found wandering in areas that are not their natural habitat. Most Rangers and Druids believe this is an after effect of the war, caused by numerous forest fires and fallout from dark magic spells that either destroyed certain creatures’ natural habitats, or drove off the animals that were their food sources, forcing them to wander into uncommon territories.

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GLORIANT DOMAINS:

The exact size of the continent of Gloriant is unknown, but the explored portion is approximately 6 million square miles in size. However, many Lorekeepers and scholars feel that the landmass is probably at least 3 times that size. The weather varies from region to region, with the northern regions of the land trending colder and the southern and western coastal regions being warmer.

There are 12 known domains of Gloriant:

Athanos: Is an island domain in the Galdratic Sea of the southeast coast of Gilthorian.
Gilthorian: The most well-known and largest domain, located on the southwest center of the continent. This is the domain where the majority of my adventures will occur.
Jatar: The land of dragons and warlords that which borders Wolfenstrahd to the north/northwest.
Konstantinopolis: The vast city-nation that borders Wolfestrahd to the northeast.
Kurikami: Located in the far east of the explored portion of the continent.
Rajadesh: Which borders Sekhumnkhet the northwest.
Sekhumnkhet: Land in the desert, located in the far southwest.
Teztaca: Which borders Gilthorian to the south/southeast.
Vandalay: The constantly shifting island of floating land and wild mana in the Noviant Sea.
Vellenza: Land of subterfuge and intrigue that borders Wolfenstein to the northeast.
Wolfenstrahd: The dark land that borders Gilthorian to the north.
Zaganda: The land to to the far south of Gloriant.

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Last edited by Thorpocalypse on Mon Feb 05, 2018 1:19 am, edited 24 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

Gloriant Information II

Post by Thorpocalypse » Sun Jan 15, 2017 5:17 am

GLORIANT DEITIES:

Originally I was going to just open up the overall listing of deities from D&D, Pathfinder and all the mythologies, but I think I’m going to start my own list for my setting just to reign it in a little bit. Some will be completely original, some will be “borrowed” from other settings and if I actually run a game, I will be open to negotiation for additions. As always, it’s a work in progress.

The Old Gods:

Anvaelar – God of the Elves. Revelry, song and prosperity.
Azzagrath – God of the Dwarves.
Aer – War. God the Humans. Exiled.
Azkarael – God of Deceit, Avarice and Evil. Father of Demons,
Anilaya – Goddess of Light and Life. Deceased.

The New Gods:

Arvorea – Goddess of Nature
Athreos – God of Passage
Avandra – Goddess of Change, Luck, Trade, Travel
Bahamut – God of Justice, Protection, Nobiliy and Honor; God of Good Dragons
Bane – God of War and Conquest; God of Goblins
Boccob – God of Magic, Balance and Foresight
Bontu – Goddess of Ambition
Corellon Larethian – God of Magic, Music and arts; God of Elves
Cosi – God of Tricksters, God of Merfolk
Emeria – Goddess of the Sky and Wind; Goddess of Merfolk
Erathis – Goddess of Civilization and Invention
Ephara – Goddess of the Polis
Erebos – God of the Dead
Fujin – God of Wind
Garl Glittergold – God of Gnomes
Gruumsh – God of Orcs
Hazoret – Goddess of Zeal
Heliod – God of Sun
Ioun – Goddess of Knowledge, Skill and Prophecy
Iroas – God of Victory
Kanis – God of Ainoks, Jackalweres and Werewolves
Karametra – Goddess of Harvests
Kefnet – God of Knowledge
Keranos – God of Storms
Kord – God of Strength and Battle
Kruphix – God of Horizons
The Locust God – God of Famine
Lolth – Godess of Shadows, Lies and Spiders; Goddess of The Drow
Melora – Goddess of Nature
Mogis – God of Slaughter, God of Minotaurs
Moradin – God of Creation, Artisans and Family; God of Dwarves
Nylea – Goddess of the Hunt
Oketra – Goddess of Solidarity
Omnath – God of Elementals
Pelor – God of Sun, Agriculture and Time
Pharika – Goddess of Affliction
Phenax – God of Deception
Purphoros – God of the Forge
The Queen of Air and Darkness – Goddess of Magic, Death and Murder; Goddess of the Fae
Raijin – God of Thunder
The Raven Queen – Goddess of Death and Fate
Rhonas – God of Strength
The Scarab God – God of Leadership
The Scorpion God – God of Destruction
Sehanine – Goddess of Love, Trickery and Moon; Goddess of Elves
Thassa – Goddess of the Sea
Tiamat – Goddess of Greed, Wealth and Vengeance; Goddess of Evil Dragons
Therin - Goddess of Light
Thjor – God of Storms, War and Drink
Titania – Goddess of Friendship and Magic; Goddess of the Fae
Torog – God of Jailors and Torturers; God of the Underdark
Ula – God of the Sea, God of Merfolk
Vaprak – God of Destruction; God of Ogres and Trolls
Vecna – God of Necromancy, Secrets and Undead
Vext – God of Mishap and Misfortune
Yondalla – Goddess of Halflings
Ziracyna – Goddess of Avens
Zehir – God of Assassin, Darkness and Poisons
Last edited by Thorpocalypse on Thu Jan 04, 2018 12:33 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

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Re: J-Mart Fantasy: No replies yet, please

Post by Thorpocalypse » Sun Jan 15, 2017 5:27 am

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Re: J-Mart Fantasy: No replies yet, please

Post by Thorpocalypse » Sun Jan 15, 2017 5:38 am

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Posts: 1299
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1 - Arisema Daellion

Post by Thorpocalypse » Sun Jan 15, 2017 5:43 am

We're starting off our brand new Fantasy Thread with some PCs.

Image
I know you worry father, but this is what I was born to do, just like you were. And like you, I will forge my own legacy. - Arisema Daellion

ARISEMA NAVARA
PL7


OPL: 7; DPL: 7; HP: 1
Real Name: Arisema Daellion[/b]
Archetype: Warlord
Age: 20
Height: 5-6
Weight: 128
Eyes: Blue
Hair: Black
Skin: Olive
Race: Human
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 7, INTELLECT 2, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 4 (+5), Deception (+4/+6) [Attractive], Expertise [Tactics] 10 (+12), Insight 7 (+10) [Assessment], Intimidation (+4), Perception 7 (+10), Persuasion 4 (+8/+10) [Attractive], Ranged Combat [Bow] 7 (+10), Stealth 3 (+6)

ADVANTAGES: Assessment, Attractive (1), Benefit (Wealth Ranks) (11) (310 gp), Combat Leader*, Cunning Fighter*, Equipment (4), Improved Aim, Improved Initiative (1), Inspire (4), Languages (2) (Elven, Goblin, Draconic, Orcish, 1 other, Base: Common), Leadership, Luck (Improve Roll) (2), Move-by Action, Quick Draw, Takedown (2), Teamwork

POWERS:
Hieromancy: 14 pt Array, Quirk: Mana Limits (12 uses of Hieromancy per day, DC15 Will check to cast more); 18 pts
Warlord's Decree: Burst Area Affliction 7 (Mystic; Resisted/Overcome by Fortitude; 1st: Defense Impaired, 2nd: Defenseless, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to two degrees); 14 pts
Warlord's Command: Burst Area Affliction 7 (Mystic; Resisted/Overcome by Will; 1st: Attacks Impaired, 2nd: Attacks Disabled, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to two degrees); 1 pt
Rally the Troops: Luck Control 2 (You can bestow your hero point or use of Luck on others; You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls), Enhanced Advantages 2 (Luck [Improve Roll] 2); 1 pt
Paralyzing Strike: Cumulative Affliction 5 (Resisted by Fortitude; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Paralyzed, Extra: Accurate, Extra Condition, Flaw: Easily Removable [Requires attuned weapon; longsword]); 1 pt
Stunning Shot: Ranged Cumulative Affliction 5 (Resisted by Fortitude; 1st: Hindered, 2nd: Stunned, Flaw: Easily Removable [Requires attuned weapon; longbow], Inaccurate, Limited to two degrees); 1 pt
Castling: Teleport 2 (120 ft; Extra: Accurate [wherever ally is], Easy, Flaw: Limited to Switching Places With Ally, Medium [Ally]); 1 pt


Magic Items:
Magic Sword: 10 pts Traits, Easily Removable (-4 pts); 6 pts
Defender Sword: Slashing Strength-based Damage 4 (Extra: Accurate, Dangerous 2), Enhanced Dodge 1 (Flaw: Sustained), Enhanced Parry 1 (Flaw: Sustained), Feature 1 (Magical); 10 pts

EQUIPMENT:
(20 pts)
Chain Mail: Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torches (5), Waterskin; 5 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts
Skinsplitter Bow: Ranged Piercing Damage 3, Dangerous; 7 pts

Acquired Items: (0 pts)


OFFENSE:
Initiative +7
Close Attack +7 [Unarmed +1; Longsword +4, Critical 19-20; Warlady’s Command Affliction +5]
Defender Sword +9 [Defender Sword +5, Critical 18-20]
Paralyzing Strike +9 [Paralyzing Strike Affliction +5]
Ranged Attack +3
Bow +10 [Skinsplitter Bow +3, Critical 19-20]
Stunning Shot +8 [Stunning Shot Affliction +5]
Special Attack [Warlord’s Decree Affliction +7, Burst Area; Warlord’s Command Affliction +7, Burst Area]

DEFENSES:
Dodge +7 (+8 with Defender Sword) [DC17/18] Parry +7 (+8 with Defender Sword) [DC17/18]
Toughness +6 (+5 without Defensive Roll), Fortitude +6, Will +7

COMPLICATIONS:
Honor: Arisema is a woman of her word, like the other members of her family.
Legacy: With her father being the High King of Gloriant, her mother being the "perfect" Queen, and her older brothers being great warriors, she feels she has a lot to live up to.
Mommy Issues: Her mother never approved her wanting to be an adventurer and this has caused a rift between them.
Motivation: Becoming a great hero on her own and protecting the people of her land.
Plot Device: Being the youngest child of the Daellion Monarchy comes with its advantages. She is determined to make her own legacy, but when things get dire, she can always call on the most powerful man in the kingdom or his allies.
Relationships: She is close to her family, her friend since childhood, Beaver the Bard, as well as Jobymme and Baruun.
Secret: She does not want anyone to know who her father is, for fear of not just retribution from his enemies, but mainly to avoid any preferential treatment as she wants to forge her own legacy.

Abilities 50 + Skills 21 (42 ranks) + Advantages 24 + Powers 24 + Defenses 12 = 131 / 131

Comments: So Arisema here is a legacy character, the second youngest child of my main character, Xander Daellion. She has idolized her father since day one. As much as he and her mother tried to talk her out of becoming and adventurer, she has thought of little else since she was a young child. Xander reluctantly allowed her to train with his X Knights and her brothers, Jaxx and Jacade and at age 18, she has become a gifted warrior and leader, if still a bit immature.

Her life as an adventurer is starting out under a veil of secrecy, as she has taken the last name of Navara as she sets out for adventure. For if she were to be found to be the daughter of the High King, her problems would be two-fold. First, there are always enemies of the crown that would love to kidnap her and use her as a bargaining piece (or worse), but most importantly to her, since the fans of the Royal Family greatly outnumber the enemies (or so most think), she wants no preferential treatment. She wants to succeed or fail on her own, and as difficult as it has been for them, the King and Queen are letting her do so.

Mostly… ;)

As a build, I built her with her mother's looks and her father's gift for strategy and leadership. She's basically a Warlord, with more of a focus on accuracy than power, but hopefully as she levels and powers up, that will probably even out. As I would normally start out PCs in a big campaign at PL4, I started thinking about Arisema and my group of initial PCs and I'm seeing them as having adventured together a bit and starting at PL5 with 90 points. Her current point total reflects the adventures I've done so far in 3E that I am carrying over from the old boards. Pretty much all my PCs will be posted in this format, newest PL/PP on top, original on the bottom.
ARISEMA NAVARA (DAELLION)
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 5, INTELLECT 2, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 4 (+5), Deception (+4/+6) [Attractive], Expertise [Tactics] 7 (+9), Insight 4 (+7) [Assessment], Intimidation (+4), Perception 4 (+7), Persuasion 5 (+9/+11) [Attractive] , Ranged Combat [Bow] 4 (+7), Stealth (+3)

ADVANTAGES: Assessment, Attractive (1), Benefit (Wealth Ranks) (6), Close Attack (1), Combat Leader*, Defensive Strike* (1), Equipment (4), Improved Aim, Improved Initiative (1), Inspire (2), Languages (2) (Elven, Goblin, Draconic, Orcish, 1 other, Base: Common), Leadership, Luck (Improve Roll) (2), Takedown (1), Teamwork

POWERS:
Rally the Troops: Luck Control 2 (You can bestow your hero point or use of Luck on others; You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls), Enhanced Advantages 2 (Luck [Improve Roll] 2); 5 pts

Magic Items:
NONE

EQUIPMENT:
(20 pts)
Chain Mail: Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torches (5), Waterskin; 5 pts
[bLongsword:[/b] Slashing Strength-Based Damage 3, Dangerous; 4 pts
Skinsplitter Bow: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr

Acquired Items: (0 pts)


OFFENSE:
Initiative +7
Close Attack +6 [Unarmed +1; Longsword +4, Critical 19-20]
Ranged Attack +3
Bow +7 [Skinsplitter Bow +3, Critical 19=20]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5 (+5 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Honor: Arisema is a woman of her word, like the other members of her family.
Legacy: With her father being the High King of Gloriant, her mother being the "perfect" Queen, and her older brothers being great warriors, she feels she has a lot to live up to.
Mommy Issues: Her mother never approved her wanting to be an adventurer and this has caused a rift between them.
Motivation: Becoming a great hero on her own and protecting the people of her land.
Plot Device: Being the youngest child of the Daellion Monarchy comes with its advantages. She is determined to make her own legacy, but when things get dire, she can always call on the most powerful man in the kingdom or his allies.
Relationships: She is close to her family, her friend since childhood, Beaver the Bard, as well as Jobymme and Baruun.
Secret: She does not want anyone to know who her father is, for fear of not just retribution from his enemies, but mainly to avoid any preferential treatment as she wants to forge her own legacy.

Abilities 46 + Skills 14 (28 ranks) + Advantages 18 + Powers 5 + Defenses 7 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 6:17 am, edited 8 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

2 - Jobymme

Post by Thorpocalypse » Sun Jan 15, 2017 5:56 am

We continue with more of our Fantasy PCs.

Image
The fire that burns in my soul will burn those that seek to harm to the innocent... - Jobymme

JOBYMME
PL7


OPL: 7; DPL: 7; HP: 3
Real Name: Jobymme
Archetype: Cleric of Thjor
Age: 22
Height: 6-6
Weight: 335
Eyes: Red
Hair: None
Skin: Reddish Brown
Race: Dragonborn
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 3, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 6, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Athletics (+3), Close Combat [Claws] 1 (+6), Deception (+2), Expertise [Religion] 8 (+9) [Ritualist], Insight 2 (+5), Intimidation 3 (+5), Perception 4 (+7), Persuasion (+2), Ranged Combat [Prayers] 7 (+7), Stealth (+0), Technology 3 (+4), Treatment 4 (+5)

ADVANTAGES: Benefit (1) (Uses Expertise [Religion] for Ritualist), Benefit (Wealth Ranks) (11) (275 gp), Close Attack (2), Equipment (3), Languages (1) (Draconic, 1 other, Base: Common), Leadership, Ritualist, Sidekick (8) (Gunyip)

POWERS:
Fire Dragon Lineage: Immunity 10 (Heat/Fire Effects, Flaw: Limited to half effect); 5 pts
Dragonborn Senses: Senses 3 (Infravision, Low-Light Vision, Scent [Acute]); 3 pts
Claws: Slashing Strength-based Damage 1 (Extra: Dangerous); 2 pts
Almost Vestigial Wings: Leaping 4 (120 ft); 4 pts
Dragon Breath: Cone Area Fire Damage 5 (60 ft [30 ft] cone; Flaw: Diminished Range [30 ft cone], Unreliable [5 uses], Quirk: Dragonborn must recharge their Dragon Breath power every 1-2 rounds. GMs roll 1-10 (2 rounds), 11-20 (1 round) to determine); 3 pts
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Thjors' Favor: Enhanced Advantage 1 (Luck [Improve Roll]); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Prayer Array: 21 pt Array, Quirk: Limited Boons (12 uses of divine powers per day, DC16 Will Check to cast after reaching limit); 28 pts
Hold Person: Ranged Affliction 7 (Mystic Bonds; Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two degrees]); 21 pts
Ray of Faith/Lightning Bolt: Ranged Radiant Damage 7 (Extra: Affects Insubstantial 2, Variable Descriptor [Electrical]); 15 pts
Thunderwave: Cone Area Damage 7 (Extra: Cone Area [60 ft cone], Linked [Move Object], Cone Area Move Object 7 (Extra: Cone Are [60 ft cone], Linked [Damage], Flaw: Limited to pushing away, Range [Close]); 1 pt
Turning the Undead: Burst Area Radiant Damage 7 (Extra: Burst Area [30 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy), Burst Area Affliction 7 (Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area [30 ft radius], Linked [Damage], Flaw: Limited to two degrees, Limited to Undead/Unholy only]); 1 pt
Eye of the Storm: Environment 3 [120 ft radius; Cold [extreme cold], Impede Movement [reduce movement by 2 ranks, -5 Acrobatics/Athletics], Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check], Visibility [-5 modifier to Perception checks]; Extra: Selective); 1 pt
Cure Wounds: Healing 8 (Flaw: Inaccurate); 1 pt
Healing Word: Burst Area Healing 7 (Extra: Burst Area [30 ft radius], Selective, Flaw: Affects others only); 1 pt
Mending: Healing 8 (Flaw: Affects Objects only, Inaccurate); 1 pt
Create Food and Water: Create 3 (Food/Water; Extra: Continuous, Permanent); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Scale Mail Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Hammer, Warhammer: Bludgeoning Strength-Based Damage 3; 3 pts
Healer's Kit, Masterwork : Feature 2 (Tools, Treatment, +2 Treatment checks); 2 pts
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt

Acquired Items:

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +3; Warhammer +6]
Claws +9 [Claws +4, Critical 19-20]
Ranged Attack +0
Prayers +7 [Ray of Faith +7; Hold Person Affliction +7]
Special Attack [Dragon Breath +5, Cone Area; Thunderwave Damage/Move Object +7, Cone Area; Turning Undead Affliction/Damage +7, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +8 (+8 without Defensive Roll), Fortitude +7, Will +6

COMPLICATIONS:
Acceptance: Jobymme has been the subject of much prejudice because of his dragonborn lineage and he just wants to be accepted.
Monstrous Appearance: Jobymme is an obvious dragonborn, making it difficult for him to blend into human society.
Motivation: Becoming a great hero and spreading the word of his god.
Power Loss: Jobymme must be able to speak and gesture to cast his spells.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.

Abilities 42 + Skills 16 (32 ranks) + Advantages 17 + Powers 48 + Defenses 10 = 133 / 133

Comments: Jobymme is a Dragonborn cleric of Thjor, with his half dragon side being Fire Dragon. He and his mother led a rough life as she struggled to raise him amidst a mass of prejudice in his hometown. Still, thanks to her unconditional love and few good friends, he became a noble young man and dreamed of using his abilities to help anyone who might have suffered as he had. He has faced many challenges along the way but he has remained compassionate, with a pure heart and he remains undaunted in his quest to make a better world.

Jobymme and his compatriot Baruun hooked up with Arisema and her friends fatefully as they were each in the thorp (wink) of Do, each drawn there by rumors of orc raid issues. Each group quickly developed a respect for each other and they decided to join forces to aid the town. They've been a single party ever since.

He is the most versatile member of the party, and the only one able to heal Barunn (Warforged tank, coming up next), which is very much needed since you have to keep the team tank going. He can fill in as tank for a bit, too, he can work ranged and he can goon sweep with his Dragon Breath. I really like how he came out and he’s probably the member of this group that I enjoyed testing the most.

Jobymme's original build:
JOBYMME
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 0, DEXTERITY 0, FIGHTING 4, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Athletics (+3), Close Combat [Claws] 2 (+6), Deception (+2), Expertise [Religion] 5 (+7) [Ritualist], Insight (+3), Intimidation (+2), Perception 2 (+5), Persuasion (+2), Ranged Combat [Magic] 5 (+5), Stealth (+0), Technology 1 (+2)

ADVANTAGES: Benefit (1) (Uses Expertise [Religion] for Ritualist), Benefit (Wealth Ranks) (6), Equipment (3), Languages (1) (Draconic, 1 other, Base: Common), Ritualist, Teamwork

POWERS:
Fire Dragon Lineage: Immunity 10 (Heat/Fire Effects, Flaw: Limited to half effect); 5 pts
Dragonborn Senses: Senses 3 (Infravision, Low-Light Vision, Scent [Acute]); 3 pts
Claws: Slashing Strength-based Damage 1 (Extra: Dangerous); 2 pts
Almost Vestigial Wings: Leaping 3 (60 ft); 3 pts
Dragon Breath: Cone Area Fire Damage 5 (60 [30] ft cone; Flaw: Diminished Range [30 ft cone]. Unreliable [5 uses], Quirk: Dragonborn must recharge their Dragon Breath power every 1-2 rounds. GMs roll 1-10 (2 rounds), 11-20 (1 round) to determine); 3 pts
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Prayer Array: 13 pt Array, Quirk: Limited Boons (10 uses of divine powers per day, DC15 Will Check to cast after reaching limit); 17 pts
Ray of Faith/Lightning Bolt: Ranged Radiant Damage 5 (Extra: Affects Insubstantial 2, Variable Descriptor [Electrical]); 13 pts
Turning the Undead: Burst Area Radiant Damage 5 (Extra: Burst Area [30 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy), Burst Area Affliction 5 (Resisted by Undead Rank, 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area [30 ft], Alternate Resistance, Linked [Damage], Flaw: Limited to Undead/Unholy only]); 1 pt
Mending: Healing 6 (Flaw: Affects Objects only); 1 pt
Cure Wounds: Healing 6; 1 pt
Healing Word: Ranged Healing 5 (Flaw: Affects others only); 1 pt
Create Food and Water: Create 2 (Food/Water; Extra: Continuous, Permanent); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Scale Mail Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Hammer, Warhammer: Bludgeoning Strength-Based Damage 3; 3 pts
Healer's Kit, Masterwork : Feature 2 (Tools, Treatment, +2 Treatment checks); 2 pts
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt

Acquired Items:

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +3; Warhammer +6]
Claws +6 [Claws +4, Critical 19-20]
Ranged Attack +0
Magic +5 [Ray of Faith +5]
Special Attack [Dragon Breath +5, Cone Area; Turning Undead Affliction/Damage +5, Burst Area]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +6, Fortitude +5, Will +5

COMPLICATIONS:
Acceptance: Jobymme has been the subject of much prejudice because of his dragonborn lineage and he just wants to be accepted.
Monstrous Appearance: Jobymme is an obvious dragonborn, making it difficult for him to blend into human society.
Motivation: Becoming a great hero and spreading the word of his god.
Power Loss: Jobymme must be able to speak and gesture to cast his spells.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.

Abilities 32 + Skills 8 (16 ranks) + Advantages 7 + Powers 35 + Defenses 8 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 5:56 am, edited 6 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

3 - Baruun

Post by Thorpocalypse » Sun Jan 15, 2017 8:40 pm

Image
My goddess Therin, I swear that whatever strength I have left, I will use to see that my friends live to see another day, even if I do not. - Barunn

BARUNN
PL7


OPL: 7; DPL: 7; HP: 2
Real Name: Baruun
Archetype: Paladin of Therin
Age: Unknown
Height: 6-6
Weight: 350
Eyes: Red
Hair: None
Skin: Metal
Race: Warforged
Alignment: Hero - Lawful Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 3, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 3, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 4 (+7), Deception (+2), Expertise [Magic] 5 (+6), Expertise [Religion] 6 (+7), Insight 2 (+4), Intimidation (+2), Perception 5 (+5), Persuasion 5 (+7), Stealth (+1), Technology 5 (+6), Treatment 2 (+3)

ADVANTAGES: All-Out Attack, Benefit (1) (Can take a full round Technology check [DC10] for healing), Benefit (Wealth Ranks) (11) (275 gp), Close Attack (3), Diehard, Equipment (3), Fearless, Great Endurance, Interpose, Languages (1) (Arcane, 1 other, Base: Common), Takedown (2)

POWERS:
Armored Body: Protection 4, Impervious Protection 3, Feature 1 (Increased Mass); 8 pts
Perfect Soldiers: Immunity 12 (Disease, Environmental Cold, Environmental Heat, Nausea, Paralysis, Poison, Pressure, Sleep, Starvation/Thirst, Suffocation [No need to breathe]); 12 pts
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Divine Smite: Enhanced Advantages 2 (Improved Critical 2 [Sword], Flaw: Limited to against evil/unholy creatures), Extra on Sword: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures), Extra on Unarmed: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures); 3 pts
Divine Powers: 21 pts Array, Quirk: Limited Boons (12 uses of divine powers per day, DC16 Will check to cast more); 25 pts
Shield of Faith: Create 6 (Mystic Shield; Extra: Accurate 3, Selective); 21 pts
Lay on Hands: Healing 8 (Flaw: Affects others only); 1 pt
Protect the Faithful: Ranged Affliction 8 (Divine Light; Resisted/Overcome by Will; 1st: Dazed and Attacks Impaired, 2nd: Stunned and Attacks Disabled, Extra: Accurate 3, Extra Condition, Flaw: Limited to two degrees); 1 pt
Light of the Lord: Environment 3 (120 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check], Extra: Move Action); 1 pt
Righteous Smite: Slashing Damage 8 (Extra: Alternate Resistance [Will], Dangerous, Flaw: Easily Removable [Requires sword]); 1 pt
Dispel Magic: Nullify Magic 6 (Extra: Accurate 3, Broad [Magic]); 1 pt
Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]); 1 pt


Magic Items:
Haunt Slayer Greatsword 9 pts Traits, Easily Removable (-4 pts); 5 pts
Haunt Slayer Greatsword Strike: Strength-based Slashing Damage 5 (Extra: Affects Insubstantial 2, Dangerous 2), Feature 1 (Magic weapon); 9 pts

EQUIPMENT:
(15 pts)
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Holy Symbol: Feature 1 (Allows for casting of Divine Spells); 1 pt
Greatsword: Slashing Strength-Based Damage 4, Dangerous; 5 pts
Backpack: Feature 1 (equipment storage); 1 pt
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt

Acquired Items:

OFFENSE:
Initiative +1
Close Attack +6 [Unarmed +3; Haunt Slayer Greatsword +8, Critical 18-20; Righteous Smite +8, Critical 19-20; Haunt Slayer Greatsword Divine Smite +8, Critical 16-20; Greatsword +7, Critical 19-20; Divine Smite Greatsword +7, Critical 17-20]
Ranged Attack +0
Dispel Magic +6 [Dispel Magic Nullify +6]
Protect the Faithful +6 [Protect the Faithful Affliction +8]
Shield of Faith +6 [Shield of Faith Create +6]

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +3 (+5 with Shield) [DC13/15]
Toughness +9 (+2 Impervious), Fortitude +7, Will +6

COMPLICATIONS:
Disability: Warforged cannot heal damage on their own, they must be repaired by someone with magical construct knowledge.
Emotionally Stunted: Warforged are often lacking in personality due their creation, but most ponder their existence and look for ways to fit into the world.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Honor: Barunn is a man of his word.
Motivation: Protecting his friends and ridding the world of the evil that led his race's creation.
Relationships: He is honor bound to his friend Jobymme.
Sink Like a Stone: Because of his more dense metal makeup, Barunn cannot swim.

Abilities 34 + Skills 18 (36 ranks) + Advantages 15 + Powers 55 + Defenses 8 = 130 / 130

Comments: Barunn is a Warforged Paladin that hooked up with Jobymme years ago back after he saved Jobymme from some townsfolk that wanted to “slay a dragon”. Jobymme in turn repaired Barunn’s wounds and the two of them have been inseparable ever since. They both are honorable, devoutly religious men, but freaks to most, and that's what binds them more than any other members of the party.

Update 8/28: Baruun just to PL6 after the last adventure, even though he wasn't there since he gets the Ogre's magic greatsword. As noted in my house rules, it doesn't count his against PP and he still can't move to PL6 on defense until he gets enough points that I also reference in my house rules.

Baruun's original sheet:
BARUNN
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 1, DEXTERITY 0, FIGHTING 1, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Athletics 3 (+6), Deception (+2), Expertise [Magic] 2 (+3), Expertise [Religion] 4 (+5), Insight (+1), Intimidation (+2), Perception 2 (+3), Persuasion 3 (+5), Stealth (+1), Technology 4 (+5), Treatment 2 (+3)

ADVANTAGES: All-Out Attack, Benefit (1) (Can take a full round Technology check [DC10] for healing), Benefit (Wealth Ranks) (6), Close Attack (2), Diehard, Equipment (3), Fearless, Great Endurance, Interpose, Languages (1) (Arcane, 1 other, Base: Common), Takedown (1)

POWERS:
Armored Body: Protection 2, Impervious Protection 1, Feature 1 (Increased Mass); 5 pts
Perfect Soldiers: Immunity 12 (Disease, Environmental Cold, Environmental Heat, Nausea, Paralysis, Poison, Pressure, Sleep, Starvation/Thirst, Suffocation [No need to breathe]); 12 pts
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Divine Smite: Enhanced Advantages 2 (Improved Critical 2 [Sword], Flaw: Limited to against evil/unholy creatures), Extra on Sword: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures), Extra on Unarmed: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures); 3 pts
Divine Powers: 12 pts Array, Quirk: Limited Boons (10 uses of divine powers per day, DC12 Will check to cast more); 15 pts
Shield of Faith: Create 6 (Mystic Shield; Extra: Selective, Flaw: Range [Close]); 12 pts
Lay on Hands: Healing 6 (Flaw: Affects others only); 1 pt
Light of the Lord: Environment 2 (60 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 1 pt
Righteous Smite: Slashing Damage 7 (Extra: Alternate Resistance [Will], Dangerous, Flaw: Easily Removable [Requires sword]); 1 pt
Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Holy Symbol: Feature 1 (Allows for casting of Divine Spells); 1 pt
Greatsword: Slashing Strength-Based Damage 4, Dangerous; 5 pts
Backpack: Feature 1 (equipment storage); 1 pt
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt

Acquired Items:

OFFENSE:
Initiative +1
Close Attack +3 [Unarmed +3; Greatsword +7, Critical 19-20; Righteous Smite +7, Critical 19-20; Divine Smite +7, Critical 17-20; Shield of Faith Create +6]
Ranged Attack +0

DEFENSES:
Dodge +1 (+3 with Shield) [DC11/13] Parry +1 (+3 with Shield) [DC11/13]
Toughness +7 (+1 Impervious), Fortitude +6, Will +4

COMPLICATIONS:
Disability: Warforged cannot heal damage on their own, they must be repaired by someone with magical construct knowledge.
Emotionally Stunted: Warforged are often lacking in personality due their creation, but most ponder their existence and look for ways to fit into the world.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Honor: Barunn is a man of his word.
Motivation: Protecting his friends and ridding the world of the evil that led his race's creation.
Relationships: He is honor bound to his friend Jobymme.
Sink Like a Stone: Because of his more dense metal makeup, Barunn cannot swim.

Abilities 26 + Skills 10 (20 ranks) + Advantages 13 + Powers 36 + Defenses 5 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 5:34 am, edited 7 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

4 - Xelennia Nailo

Post by Thorpocalypse » Sun Jan 15, 2017 8:46 pm

Image
Why did you automatically assume I took it? I mean, I did, but I still don't like the implication. - Xelennia Nailo

XELENNIA NAILO (ROGUE)
PL7


OPL: 7; DPL: 7; HP: 3
Real Name: Xelennia Nailo
Archetype: Rogue
Age: 65
Height: 5-3
Weight: 110
Eyes: Green
Hair: Black
Skin: Fair
Race: Wood Elf
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 5, DEXTERITY 4, FIGHTING 8, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 5 (+10), Athletics 5 (+5), Close Combat [Short Blades] 3 (+11), Deception 6 (+7/+9) [Attractive], Expertise [Thievery] 3 (+5), Insight (+2), Intimidation (+1), Investigation 7 (+9), Perception 6 (+8), Persuasion (+1/+3) [Attractive], Ranged Combat [Bow] 1 (+11), Sleight of Hand 8 (+12), Stealth 8 (+13) [Skill Mastery], Technology 2 (+4/+12/+14)

ADVANTAGES: Attractive (1), Benefit (Wealth Ranks) (11) (310 gp), Equipment (4), Improved Critical (9) (Bow 3, Short Blades 3, Thrown Blades 3), Improved Initiative (1), Languages (1) (Thieves’ Cant, Common, Base: Elven), Move-by Action, Quick Draw, Power Attack (3) (Bow, Short Blades, Thrown Blades), Ranged Attack (6), Skill Mastery (1) (Stealth)

POWERS:
Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lockpicking/bypassing security); 2 pts
Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 12 (Improved Critical 9 [Bow 3, Short Blades 3, Thrown Blades 3], Power Attack 3 [Bow, Short Blades, Thrown Blades), (Extra: Multiattack/Ranged Multiattack 3, Flaw: Easily Removable [Requires light weapon as determined by GM – ex: daggers/knives, short sword, rapier, short bow, shuriken, throwing knives], Limited [must succeed at Perception vs. Stealth check or have ally within close range of opponent]); 6 pts

Magic Items:
Ceremonial Daggers: 7 pts Traits, Easily Removable (-2 pts); 5 pts
Ceremonial Dagger Strike: Piercing Strength-based Damage 3, Dangerous, Double, Features 2 (Silver, Magic); 7 pts

EQUIPMENT:
(20 pts)
Studded Leather Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Thieves' Tools, Masterwork : Feature 2 (Tools, Technology; +2 checks to pick locks); 2 pts
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Dual Daggers: Piercing Strength-Based Damage 2, Dangerous, Double; 4 pts
Arsenal: (6 pts)
Elven Shortbow: Ranged Piercing Damage 2, Dangerous; 5 pts
Throwing Knives: Ranged Multiattack Piercing Damage 1, Dangerous; 1 pt

Acquired Items:


OFFENSE:
Initiative +8
Close Attack +8 [Unarmed +0]
Short Blades +11 [Twin Ceremonial Daggers +3, Critical 19-20; Backstab Twin Ceremonial Daggers +3, Critical 16-20, Multiattack; Twin Daggers +2, Critical 16-20; Backstab Twin Daggers +2, Critical 16-20, Multiattack]
Ranged Attack +10 [Throwing Knives +1, Critical 19-20, Multiattack; Backstab Throwing Knives +1, Critical 16-20, Multiattack]
Elven Bow +11 [Elven Shortbow +2, Critical 19-20; Backstab Elven Shortbow +2, Critical 16-20, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +7

COMPLICATIONS:
Aloof: Elves are known for their aloofness and perceived arrogance.
Daddy Issues: Xelennia's father has never approved of her becoming a rogue and despite what she says, she does crave his approval.
Greed: She really likes shiny things…
Motivation: Becoming the greatest thief ever while helping her friends achieve their goals.
Relationships: Arisema, Barunn and Jobymme saved her from certain death and the hands of a vengeful victim of her thievery so she feels she owes them her services.
Thrills: She is a total thrill seeker and oftentimes makes tasks more difficult by trying to add an air of danger to them.

Abilities 48 + Skills 27 (54 ranks) + Advantages 16 + Powers 24 + Defenses 15 = 130 / 130

Comments: Trying to give more options for my “PCs”, this is an Elven rogue named Xelennia Nailo. She’s got her specialization and with the proper situation, can be the team’s biggest hitter, like a good rogue should be.

I'm not completely sold on that Backstab mechanic. I may tweak it later.

Here's her game sheet:
XELENNIA NAILO (ROGUE)
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 5, INTELLECT 2, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 1 (+5), Athletics 1 (+2), Close Combat [Daggers] 2 (+7), Deception 4 (+5/+7) [Attractive], Expertise [Thievery] 3 (+5), Insight (+1), Intimidation (+1), Investigation 3 (+5), Perception 3 (+4), Persuasion (+1/+3) [Attractive], Ranged Combat [Throwing] 2 (+6), Sleight of Hand 4 (+8), Stealth 5 (+9), Technology (+2/+10/+12)

ADVANTAGES: Attractive (1), Benefit (Wealth Ranks) (6), Equipment (4), Improved Critical (4) (Short Blades, Thrown Blades), Languages (1) (Thieves’ Cant, Common, Base: Elven), Move-by Action, Quick Draw

POWERS:
Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lock picking/bypassing security); 2 pts
Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 4 (Improved Critical 4 [Short Blades 2, Thrown Blades 2]); (Extra: Multiattack 3, Penetrating 2, Flaw: Limited [must succeed at perception vs. stealth check or have ally within melee range of opponent], Requires light weapon [daggers, shuriken, short sword, rapier]); 3 pts

Magic Items:
NONE

EQUIPMENT:
(20 pts)
Leather Armor: Protection 1; 1 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Thieves' Tools, Masterwork : Feature 2 (Tools, Technology; +2 checks to pick locks); 2 pts
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Throwing Knives: Ranged Multiattack Piercing Damage 1, Dangerous; 4 pts
Blade Array: (7 pts)
Dual Short Swords: Slashing Strength-Based Damage 4, Dangerous, Double; 6 pts
Dual Daggers: Piercing Strength-Based Damage 2, Dangerous, Double; 1 pt

Acquired Items:

OFFENSE:
Initiative +4
Close Attack +5 [Unarmed +1; Twin Short Swords +5, Critical 19-20; Backstab Short Swords +5, Critical 17-20, Multiattack]
Short Blades +7 [Twin Daggers +3, Critical 19-20; Backstab Twin Diggers +3, Critical 17-20, Multiattack]
Ranged Attack +4
Throwing Knives +6 [Throwing Knives +1, Critical 19-20, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3, Fortitude +4, Will +4

COMPLICATIONS:
Aloof: Elves are known for their aloofness and perceived arrogance.
Daddy Issues: Xelennia's father has never approved of her becoming a rogue and despite what she says, she does crave his approval.
Greed: She really likes shiny things…
Motivation: Becoming the greatest thief ever while helping her friends achieve their goals.
Relationships: Arisema, Barunn and Jobymme saved her from certain death and the hands of a vengeful victim of her thievery so she feels she owes them her services.
Thrills: She is a total thrill seeker and oftentimes makes tasks more difficult by trying to add an air of danger to them.

Abilities 40 + Skills 14 (28 ranks) + Advantages 8 + Powers 18 + Defenses 10 = 90 / 90
Last edited by Thorpocalypse on Sat Apr 07, 2018 3:59 am, edited 10 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

5 - Extherene Hope

Post by Thorpocalypse » Sun Jan 15, 2017 8:56 pm

Image
You've got until the count of three to give me a good reason not to fry you where you stand.

...Three. - Extherene Hope


EXTHERENE HOPE (WARLOCK)
PL7


OPL: 7; DPL: 7; HP: 2
Real Name: Extherene Hope
Archetype: Warlock
Age: 21
Height: 5-6
Weight: 122
Eyes: Red
Hair: Black
Skin: Olive
Race: Tiefling
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 2, AWARENESS 3, PRESENCE 4

SKILLS: Athletics (+0), Close Combat [Short Blades] 2 (+5), Deception 1 (+5/+7) [Attractive], Expertise [Magic] 8 (+10) [Ritualist], Insight (+3), Intimidation 3 (+7) [Skill Mastery], Perception 3 (+6), Persuasion (+4/+6) [Attractive], Ranged Combat [Magic] 3 (+5), Stealth (+2)

ADVANTAGES: Attractive (1), Benefit (Wealth Ranks) (11) (310 gp), Equipment (2 [3]), Improved Initiative (1), Languages (2) (Arcane, Draconic, Infernal, 2 others, Base: Common), Ritualist

POWERS:
Tiefling Physiology: Senses 2 (Darkvision), Immunity 2 (Environmental Cold, Environmental Heat); 4 pts
Tail: Extra Limbs 1 (Prehensile Tail); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Fire in the Eyes: Feature 1 (Harmless flames that flicker within the depths of the character’s eyes or around their person, providing a +2 circumstance bonus to Presence-based checks); 1 pt
Flickum Bickus: Feature 1 (Creating a tiny flame, like a match, useful for lighting other fires); 1 pt
Flame Shield: Enhanced Dodge 4 (Flaw: Sustained), Enhanced Parry 4 (Flaw: Sustained); 8 pts
Magic Missile: Perception Ranged Mystic Fire Damage 5; 15 pts
Warlock Spells: 21 pt Array, Quirk: Mana Limits (12 uses of arcane magic a day, DC18 Will check to cast more after reaching limit); 27 pts
Sleep Spell: Ranged Cloud Area Affliction 7 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area [15 ft radius]); 21 pts
Burning Hands: Cone Area Mystic Damage 7 (Extra: Cone Area [60 [15] ft cone], Secondary Effect [Fire Damage 5], Flaw: Diminished Range 2 [15 ft cone]); 1 pt
Bitter Lash: Cumulative Affliction 7 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Paralyzed, Extra: Accurate 2, Reach 5 [25 ft]); 1 pt
Charm Person: Perception Ranged Cumulative Affliction 7 (Mystic; Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Sense-Dependent [Visual]); 1 pt
Firebolt: Ranged Mystic Fire Damage 7 (Extra: Accurate); 1 pt
Mystic Shield: Create 9 (Mystical Energy Shield; Extra: Accurate); 1 pt
Dimension Door: Teleport 3 (250 ft/8 miles; Extra: Affects Others, Extended, Portal); 1 pt
Detect Magic: Senses 5 (Detect Magic [Mental, Acute, Analytical, Ranged, Extended]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Studded Leather Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Rod: Feature 1 (Focus for spellcasting); 1 pt

Acquired Items:
Amulet of Protection: Protection 1, Feature 1 (Magic); 2 pts

OFFENSE:
Initiative +6
Close Attack +3 [Unarmed +0]
Bitter Lash +7 [Bitter Lash Affliction +7]
Short Blades +5 [Dagger +1, Critical 19-20]
Ranged Attack +2
Magic +7 [Firebolt +7]
Mystic Shield +5 [Mystic Shield Create +9]
Special Attack [Magic Missile +5, Perception; Burning Hands +7, Cone Area; Sleep Spell Affliction +7, Burst Area; Charm Person Affliction +7, Perception]

DEFENSES:
Dodge +6 (+10 with Flame Shield) [DC16/20] Parry +6 (+10 with Flame Shield) [DC16/20]
Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +8

COMPLICATIONS:
Bitch: Extherene tells it like it is, whether you like it or not and if you don't, to the Seven Hells with you.
Dark Side: She constantly fights against her dark urges from her demon tainted blood.
Monstrous Appearance: Some people find her horned head and tail a bit unsettling. She claims not to care, but it does bother her sometimes.
Motivation: Becoming a powerful Warlock and proving herself to be a great heroine.
Power Loss: Extherene needs to be able to speak and gesture to cast her spells.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells.
Relationships: She has been friends with Arisema for years and is hopelessly in love with Arisema's brother, Jacade, which is the main reason for adventuring with her; to prove herself to him.
Sibling Rivalry: With her brother, Desmion. He is also a Warlock but with far more malicious tendencies. The two of them have butted heads since they were children and each wants to prove themselves the better of the other.

Abilities 34 + Skills 10 (20 ranks) + Advantages 8 + Powers 58 + Defenses 16 = 126 / 126

Comments: I’ve never played a Tiefling in D&D, but I think I’m going to have to give it a go. Extherene here, is the bad girl of the group, with a heart of maybe brass, not quite gold. She’s a gifted spell slinger and has it bad for Arisema’s brothers, which is why she’s adventuring with her. She wants to get in good with Arisema, which can give her more time with Jacade during their downtime.
EXTHERENE HOPE (WARLOCK)
PL: 5 (90 pts) - OPL: 5 ; DPL: 5;HP: 1

ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 2, AWARENESS 2, PRESENCE 4

SKILLS: Athletics (+0), Close Combat [Short Blades] 2 (+5), Deception 1 (+5/+7) [Attractive], Expertise [Magic] 7 (+9) [Ritualist], Insight (+3), Intimidation 3 (+7), Perception (+3), Persuasion 1 (+5/+7) [Attractive], Ranged Combat [Magic] 2 (+4), Stealth (+2)

ADVANTAGES: Attractive (1), Benefit (Wealth Ranks) (6), Equipment (2), Languages (1) (Arcane, Infernal, Base: Common), Ritualist

POWERS:
Tiefling Physiology: Senses 2 (Darkvision), Immunity 1 (Environmental Heat); 3 pts
Tail: Extra Limbs 1 (Prehensile Tail); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Magic Missile: Ranged Fire Damage 6; 12 pts
Spells: 13 pt Array, Quirk: Mana Limits (10 uses of arcane magic a day, DC15 Will check to cast more); 17 pts
Sleep Spell: Ranged Cloud Area Affliction 4 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area [15 ft radius]); 12 pts
Burning Hands: Cone Area Mystic Damage 5 (Extra: Cone Area [60 [15] ft cone], Secondary Effect [Fire Damage 5], Flaw: Diminished Range 2 [15 ft cone]); 1 pt
Bitter Lash: Affliction 6 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Paralyzed, Extra: Accurate 2, Reach 3 [15 ft]); 1 pt
Charm Person: Perception Ranged Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Sense-Dependent [Visual]); 1 pt
Detect Magic: Senses 5 (Detect Magic [Mental, Acute, Analytical, Ranged, Extended]); 1 pt
Telekinesis: Perception Ranged Move Object 4; 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Studded Leather Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Rod: Feature 1 (Focus for spellcasting); 1 pt

Acquired Items:

OFFENSE:
Initiative +2
Close Attack +2 [Unarmed +0]
Short Blades +5 [Dagger +1, Critical 19-20]
Ranged Attack +2
Magic +4 [Magic Missile +6; Sleep Spell Affliction +4, Burst Area]
Special Attack [Burning Hands +5, Cone Area; Charm Person Affliction +5, Perception; Telekinesis Move Object +4, Perception]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +3, Fortitude +3, Will +6

COMPLICATIONS:
Bitch: Extherene tells it like it is, whether you like it or not and if you don't, to the Seven Hells with you.
Dark Side: She constantly fights against her dark urges from her demon tainted blood.
Monstrous Appearance: Some people find her horned head and tail a bit unsettling. She claims not to care, but it does bother her sometimes.
Motivation: Becoming a powerful Warlock and proving herself to be a great heroine.
Power Loss: Extherene needs to be able to speak and gesture to cast her spells.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells.
Relationships: She has been friends with Arisema for years and is hopelessly in love with Arisema's brother, Jacade, which is the main reason for adventuring with her; to prove herself to him.
Sibling Rivalry: With her brother, Desmion. He is also a Warlock but with far more malicious tendencies. The two of them have butted heads since they were children and each wants to prove themselves the better of the other.

Abilities 34 + Skills 8 (16 ranks) + Advantages 5 + Powers 33 + Defenses 10 = 90 / 90
Last edited by Thorpocalypse on Sun Sep 02, 2018 6:41 pm, edited 6 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

6 - Beaver the Bard

Post by Thorpocalypse » Sun Jan 15, 2017 9:03 pm

Image
A jaunty tune will calm this raging beast, and then we can go have a pint! - Beaver the Bard

BEAVER THE BARD
PL6


OPL: 6; DPL: 6; HP: 3
Real Name: Ellveriston Trumane Verithraxan III
Archetype: Bard
Age: 20
Height: 5-11
Weight: 165
Eyes: Brown
Hair: Brown
Skin: Fair
Race: Human
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 3, INTELLECT 1, AWARENESS 1, PRESENCE 4

SKILLS: Acrobatics (+3), Athletics (+1), Close Combat [Long Blades] 4 (+7), Deception 6 (+10) [Taunt], Expertise [Performance] 6 (+10), Insight (+1), Intimidation (+4), Investigation 4 (+5), Perception 5 (+6), Persuasion 2 (+6), Ranged Combat [Crossbow] 4 (+7), Sleight of Hand (+3), Stealth 3 (+6), Technology (+1), Treatment (+1), Vehicles (+3)

ADVANTAGES: Beginner’s Luck, Benefit (1) (Uses Presence for Expertise [Performance] Checks), Benefit (Wealth Ranks) (11) (310 gp), Connected, Eidetic Memory, Equipment (4), Inspire (4), Jack-of-all-Trades, Languages (2) (Arcane, Draconic, Elvish, Goblin, 1 other, Base: Common), Leadership, Luck (Improve Roll) (2), Set-Up (1), Taunt, Teamwork

POWERS:
Theme Music: Feature 1 (You have a limited ability to generate a particular sound or sounds, such as the power to create your own “theme music” at will or to produce entertaining “sound effects” useful for a circumstance modifier on some interaction checks [particularly taunts]); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Bardic Knowledge: Enhanced Advantages 4 (Beginner's Luck, Connected, Eidetic Memory, Jack-of-all-Trades); 4 pts
Bardic Music: 12 pt Array, Quirk: Mana Limits (11 uses of Bardic Music per day, DC16 Will check to cast more); 16 pts
Lullaby: Burst Area Affliction 6 (Resisted/Overcome by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Burst Area [30 ft radius], Selective, Flaw: Sense-dependent [Auditory]); 12 pts
Song to Turn the Tide!: Burst Area Luck Control 2 (You can spend a hero point or use Luck on another character’s behalf, with the normal benefits; You can bestow your hero point or use of Luck on others, Extra: Burst Area [30 ft radius], Selective); 1 pt
Oops, you did it again: Burst Area Luck Control 2 (You can spend one of your hero point or uses of the Luck advantage to negate someone else’s use of a hero point; You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls, Extra: Burst Area [30 ft radius], Selective); 1 pt
Song of Inspiration: Enhanced Advantages 1 (Luck [Inspiration]), Enhanced Advantages 4 (Inspire 4 [+2 attacks/checks, +2 active defenses]); 1 pt
Song of Enthrallment: Perception Ranged Cumulative Affliction 6 (Mental; Resisted/Overcome by Will, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Paralyzed; Extra: Extra Condition, Flaw: Limited [to two degrees], Sense-Dependent [Auditory]); 1 pt
Song of Friendship: Perception Ranged Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Sense-Dependent [Auditory]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(20 pts)
Leather Armor: Protection 1; 1 pt
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torch, Waterskin; 5 pts
Lute: Feature 1 (Allows for Bardic Spell Songs); 1 pt
Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts
Crossbow, Light: Ranged Piercing Damage 2, Dangerous; 5 pts
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Tent: Feature 1 (eliminates sleep checks daily, provides environmental immunity to cold at night); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt
Climber's Kit: Feature 1 (+2 Athletic checks ot climb); 1 pt
Disguise Kit: Feature 1 (Circumstance bonus to Deception checks for disguise); 1 pt

Acquired Items:

OFFENSE:
Initiative +3
Close Attack +3 [Unarmed +1]
Short Blades +7 [Rapier +3, Critical 18-20]
Ranged Attack +3
Crossbow +7 [Crossbow +2, Critical 19-20]
Special Attacks [Song of Friendship Affliction +6, Perception; Lullaby +6, Burst Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +3, Fortitude +5, Will +7

COMPLICATIONS:
Goofy: Beaver tries to be taken seriously, but his comedic and often clumsy manner make it difficult.
Impulsive: He sometimes makes rash and foolish decisions because "it seemed like a good idea at the time".
Motivation: Proving his doubters wrong and becoming the most famous Bard of all time.
Power Loss: He has to be able to sing for his spells to work.
Relationships: Arisema and his mother, who is the only one who believes Beaver can become something.
Secret: He knows whose daughter Arisema is and is sworn to secrecy.

Abilities 36 + Skills 17 (34 ranks) + Advantages 13 + Powers 22 + Defenses 20 = 108 / 108

Comments: Beaver the Bard was one of my actual D&D characters that I adapted to an MnM PC for my setting. I played him as a cowardly goofball (wasn’t really a stretch for me) that avoided combat and focused instead of helping is teammates out. When I originally built him at PL5, I didn’t have the points to completely get him where I wanted him, but at least he could help out with the some Luck Control and Taunting Set-Up to be useful. As I added points, he became more sneakily effective as a Jack-of-all-trades type.

Here's his original version as they above version changes throughout the campaign(s).
BEAVER THE BARD
PL: 5 (90 pts) - OPL: 5 ; DPL: 5; HP: 1

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 3, INTELLECT 1, AWARENESS 1, PRESENCE 3

SKILLS: Acrobatics (+3), Athletics (+1), Close Combat [Long Blades] 4 (+7), Deception 5 (+8) [Taunt], Expertise [Performance] 5 (+8), Insight (+1), Intimidation (+3), Investigation 4 (+5), Perception 2 (+3), Persuasion 1 (+4), Ranged Combat [Crossbow] 4 (+7), Sleight of Hand 1 (+4), Stealth 2 (+5), Technology (+1/+5), Treatment (+1), Vehicles (+3)

ADVANTAGES: Beginner’s Luck, Benefit (Wealth Ranks) (6), Connected, Eidetic Memory, Equipment (2), Inspire (4), Jack-of-all-Trades, Languages (2) (Arcane, Draconic, Elven, Goblin, 1 other, Base: Common), Luck (Improve Roll) (1), Taunt, Teamwork

POWERS:
Theme Music: Feature 1 (You have a limited ability to generate a particular sound or sounds, such as the power to create your own “theme music” at will or to produce entertaining “sound effects” useful for a circumstance modifier on some interaction checks [particularly taunts]); 1 pt
Bardic Knowledge: Enhanced Advantages 4 (Beginner's Luck, Connected, Eidetic Memory, Jack-of-all-Trades); 4 pts
Thievery: Enhanced Skills 2 (Technology 4 ranks, Flaw: Limited to disabling/bypassing security); 1 pt
Bardic Music: 10 pt Array, Quirk: Mana Limits (10 uses of Bardic Music per day, DC13 Will check to cast more); 12 pts
Song to Turn the Tide!: Burst Area Luck Control 2 (You can spend a hero point or use Luck on another character’s behalf, with the normal benefits; You can bestow your hero point or use of Luck on others, Extra: Burst Area [30 ft radius], Selective); 10 pts
Oops, you did it again: Burst Area Luck Control 2 (You can spend one of your hero point or uses of the Luck advantage to negate someone else’s use of a hero point; You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls, Extra: Burst Area [30 ft radius], Selective); 1 pt
Song of Inspiration: Enhanced Advantages 1 (Luck [Inspiration]), Enhanced Advantages 4 (Inspire 4 [+2 attacks/checks, +2 active defenses]); 1 pt
Charm Person: Perception Ranged Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Sense-Dependent [Auditory], Unreliable [5 uses]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(20 pts)
Leather Armor: Protection 1; 1 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torch, Waterskin; 5 pts
Lute: Feature 1 (Allows for Bardic Spell Songs); 1 pt
Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts
Crossbow, Light: Ranged Piercing Damage 2, Dangerous; 5 pts
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Tent: Feature 1 (eliminates sleep checks daily, provides environmental immunity to cold at night); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt

Acquired Items:

OFFENSE:
Initiative +3
Close Attack +3 [Unarmed +1]
Short Blades +7 [Rapier +3, Critical 18-20]
Ranged Attack +3
Crossbow +7 [Crossbow +2, Critical 19-20]
Special Attacks [Charm Person Affliction +5, Perception]

DEFENSES:
Dodge +7 [DC17] Parry +6 [DC16]
Toughness +3, Fortitude +4, Will +4

COMPLICATIONS:
Goofy: Beaver tries to be taken seriously, but his comedic and often clumsy manner make it difficult.
Impulsive: He sometimes makes rash and foolish decisions because "it seemed like a good idea at the time".
Motivation: Proving his doubters wrong and becoming the most famous Bard of all time.
Power Loss: He has to be able to sing for his spells to work.
Relationships: Arisema and his mother, who is the only one who believes Beaver can become something.
Secret: He knows whose daughter Arisema is and is sworn to secrecy.

Abilities 34 + Skills 14 (28 ranks) + Advantages 10 + Powers 20 + Defenses 12 = 90 / 90
Last edited by Thorpocalypse on Tue Jan 02, 2018 2:44 am, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1299
Joined: Fri Nov 04, 2016 8:52 pm

7 - Dryzza

Post by Thorpocalypse » Sun Jan 15, 2017 9:07 pm

Image
Your mind is troubled, dear brigand. Let me ease your pain. Permanently... - Dryzza

DRYZZA (PSION)
PL6


OPL: 6; DPL: 5; HP: 1
Real Name: Dryzza
Archetype: Psion
Age: Unknown
Height: 5-8
Weight: 140
Eyes: Red
Hair: Black
Skin: Fair
Race: Shadar-Kai
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 3, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 3, PRESENCE -1

SKILLS: Acrobatics 3 (+6), Athletics 4 (+6), Deception (-1), Expertise [Psionics] 4 (+5), Expertise [Tactics] 4 (+5), Insight 1 (+4), Intimidation 3 (+2), Perception 9 (+12), Persuasion (-1), Stealth 4 (+7)

ADVANTAGES: Benefit (Wealth Ranks) (10) (110 gp), Close Attack (2), Diehard, Equipment (2), Favored Environment (Shadows), Improved Defense, Improved Initiative (1), Move-by Action, Takedown (2), Uncanny Dodge

POWERS:
Shadar-Kai Senses: Senses 2 (Darkvision); 2 pts
Shadow Jaunt: Teleport 1 (60 ft; Extra: Increased Mass 2 [200 lbs], Flaw: Unreliable [5 uses]); 2 pts
Predictive Defenses: Enhanced Dodge 1, Enhanced Parry 1, Enhanced Advantages 2 (Improved Defense, Uncanny Dodge), (Flaw:: Limited to opponents with surface thoughts read); 2 pts
Psionic Array: 24 pt Array, Quirk: Mental Strain (11 uses of Psionic Array per day, DC14 Will check to use more); 29 pts
Mental Blast: Perception Ranged Psychic Damage 6 (Extra: Alternate Resistance [Will]); 24 pts
Telepathy: Mind Reading 6 (Extra: Move Action, Subtle); 1 pt
Mental Communication: Communication 2 (Communication 2 (Mental, 1 Mile; Extra: Selective Subtle); 1 pt
Hallucinations: Illusion 6 (Visual, Auditory, Scent; Extra: Selective, Flaw: Limited [one subject], Resistible [Will]); 1 pt
Mind Control: Perception Ranged Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Mind Freeze: Perception Ranged Affliction 7 (Psionic; Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Paralyzed; Extra: Extra Condition); 1 pt
Telekinesis: Perception Ranged Move Object 6; 1 pt
Mental Detection: Senses 7 (Detect Minds [Mental], Accurate, Acute, Ranged, Extended 2); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pt
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts

Acquired Items:

OFFENSE:
Initiative +7
Close Attack +7 [Unarmed +2; Longsword +5, Critical 19-20]
Ranged Attack +2
Special Attack [Mental Blast +6, Perception; Mind Control Affliction +6, Perception; Telekinesis +6, Perception]

DEFENSES:
Dodge +6 (+7 with Predictive Defenses) [DC16/17] Parry +6 (+7 with Predictive Defenses) [DC16/17]
Toughness +5 (+4 without Defensive Roll), Fortitude +5, Will +6

COMPLICATIONS:
Bitch: Dryzza, like most Shadar-Kai, have no tolerance for weakness and very little for foolishness, which can make her come off as unpleasant.
Dark Side: Being a creature of the Shadowfell, Dryzza often has to fight against her darker impulses.
Motivation: Proving herself in combat and repaying her debt to those that saved her.
Relationships: She has forged bonds of friendship with Arisema, Extherene and Jaharri.
Reputation: Shadar-Kai are known for being hard, if not downright cruel beings.
Temper: Dryzza can fly into a wild battle rage unless she focuses on the control she has learned in her training with her Psionic Order.

Abilities 36 + Skills 16 (32 ranks) + Advantages 11 + Powers 36 + Defenses 9 = 108 / 108

Comments: Dryzza (pronounced driz-ah) is a Shadar-Kai Psion. I HATE psionics in D&D, but in MnM, it’s a lot manageable so I whipped one up.

Still working on her background, but she was abandoned early in life by her parents and wound up being taken in by a group of Githzerai. They were able to focus her anger through her psionic gifts, making her a dangerous combatant. Knowing that she would need to be involved in combat on a regular basis or possibility go insane or even dissipate, her adoptive parents sent her to the Thorp of Thorpe to find adventure. And so she has…

The base build is below.
DRYZZA (PSION)
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 3, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 3, PRESENCE -1

SKILLS: Acrobatics 3 (+6), Athletics 3 (+5), Close Combat [Unarmed] 2 (+8), Deception (-1), Expertise [Psionics] 4 (+5), Expertise [Tactics] 3 (+4), Insight (+3), Intimidation (-1), Perception 4 (+7), Persuasion (-1), Ranged Combat [Psionics] 3 (+5), Stealth 4 (+7)

ADVANTAGES: Benefit (Wealth Ranks) (7), Diehard, Equipment (2), Favored Environment (Shadows), Improved Defense, Improved Initiative (1), Move-by Action, Takedown (2), Uncanny Dodge

POWERS:
Shadar-Kai Senses: Senses 2 (Darkvision); 2 pts
Shadow Jaunt: Teleport 1 (60 ft; Extra: Increased Mass 1 [100 lbs], Flaw: Unreliable [5 uses]); 2 pts
Predictive Defenses: Enhanced Dodge 1, Enhanced Parry 1, Enhanced Advantages 2 (Improved Defense, Uncanny Dodge), (Quirk: not against opponents immune to mental powers); 3 pts
Psionic Array: 16 pt Array, Quirk: Mental Strain (10 uses of Psionic Array per day, DC14 Will check to use more); 20 pts
Mental Blast: Ranged Psychic Damage 5 (Extra: Alternate Resistance [Will], Subtle); 16 pts
Telepathy: Mind Reading 5, Communication 1 (Mental, 100 ft; Extra: Subtle); 1 pt
Hallucinations: Illusion 5 (Visual, Auditory, Scent; Extra: Selective, Flaw: Limited [one subject], Resistible [Will]); 1 pt
Mind Control: Perception Ranged Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Telekinesis: Perception Ranged Move Object 5; 1 pt
Mental Detection: Senses 7 (Detect Minds [Mental], Accurate, Acute, Ranged, Extended 2); 1 pt
Aura Reading: Senses 3 (Detect Emotional and Physical State [Visual, Mental], Ranged);1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pt
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts

Acquired Items:

OFFENSE:
Initiative +7
Close Attack +5 [Unarmed +2; Longsword +5, Critical 19-20]
Ranged Attack +2
Psionics +5 [Mental Blast +5]
Special Attack [Mind Control Affliction +5, Perception; Telekinesis +5, Perception]

DEFENSES:
Dodge +5 (+6 with Predictive Defenses) [DC15/16] Parry +5 (+6 with Predictive Defenses) [DC15/16]
Toughness +4, Fortitude +4, Will +6

COMPLICATIONS:
Bitch: Dryzza, like most Shadar-Kai, have no tolerance for weakness and very little for foolishness, which can make her come off as unpleasant.
Dark Side: Being a creature of the Shadowfell, Dryzza often has to fight against her darker impulses.
Motivation: Proving herself in combat and repaying her debt to those that saved her.
Relationships: She has forged bonds of friendship with Arisema, Extherene and Jaharri.
Reputation: Shadar-Kai are known for being hard, if not downright cruel beings.
Temper: Dryzza can fly into a wild battle rage unless she focuses on the control she has learned in her training with her Psionic Order.

Abilities 36 + Skills 12 (24 ranks) + Advantages 8 + Powers 28 + Defenses 6 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 2:13 am, edited 5 times in total.
Me fail English? That's unpossible. - Ralph Wiggum

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