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  1. - Top - End - #1
    Titan in the Playground
     
    Tavar's Avatar

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    Default Shards of Terna [OOC]

    This is the Out of Character thread for the Shards of Terna game. In your first post in this thread, please put all of your character's information/a link to said information. Remember that the recruitment thread will be erased.

    Setting information:
    Introduction:
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    Terna is a world rent asunder. Two thousand years ago, an age of Monsters and Demons began, covering the land in darkness. Some fought the darkness, great heroes rising up to bring forth the Light once more. But they could not win, not against the host Arrayed before them. So they found a third option: the Sundering.

    They broke the world, and in doing so broke the back not only of the Dark, but civilization as well. Now the Shards of Terna float in the astral sea, and in the time since the Sundering the world has rebuilt, and incorporated the wonders that have emerged.

    The most important of these wonders, however, is the existence of portals. Stable rifts, they connect the shards of Terna together, allowing the contact between the far-flung fragments of a broken world. And such, they bring the basis for conflict: nexuses. Places where, instead of the normal 2 or 3 portals, one finds many. Highly prized, they have made and broken nations before. With the discovery of a Nine-portal nexus, it looks like they might once again. The question is, which?


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    At the time of the fall, the world was similar, development wise, to our World around the time of the Roman Empire. More advanced in some ways, due to the presence of magic and the like, but lacking in others. The Sundering knocked the world back centuries, development wise. And made advancement all the more difficult, though society has painfully pulled itself out of the ashes.

    Out of the ashes of the nations of the age, new civilizations formed. Primarily what were essentially city states, with 3 known exceptions. The largest is the Uromathia Range, the militant and advanced nation of the Canim. The supposedly second largest is the Principality of Eniath, which is rather far away from the others, and the distance keeps them from much interaction beyond trade caravans. The final nation is the Eternal Kingdom of Tosaria, a relatively recent merger of 4 city-states, born out of a military alliance against the Uromathia.


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    More information on Portals.

    Portals have many interesting properties, ones that have dictated the course of development. Most evident are their immediate effects on magic. Spells, powers, manifestations, and the like, all have trouble going through a portal. Transport spells, such as Dimension door and other Teleportation magics fail altogether, and Scrying spells can only breach them with difficulty. Current theory holds that each Shard is a separate demiplane, which would account for the trouble, though so far no one has been able to craft a planar magic spell that links plane to plane.

    Additionally, spells aimed through a portal seem to simply collide with the portal itself, doing nothing, except in the case of emanations. A fireball aimed for one side will spill through, for example. Continuous spells moved through a portal seem disrupted in the same way that casting spells on certain outsiders or great magical beasts, though like in those cases this is not constant.

    Less evident are the ways Mortals can interact with the portals directly. Really, their are only 2 currently known, mirror images of one another. Anchoring and un-anchoring. Portals form naturally as far as one can tell, but they also dissipate naturally, over the course of moths, years, or decades, depending on the strength of the shard in question. Strength is a measure of the shard's size, the size of the portals in the shard, and the number of portals in a shard, given a rating of 1 through 7. Stronger shards lose portals slower, and weaker faster. The only known way to stop this is the Anchoring ritual. The process is somewhat in depth, but after completing it the portal will not weaken. The un-anchoring process is largely self-explanatory: it removes the effect of the anchor. Both processes are long, taking up to weeks in some cases, and neither can be hidden.

    Shard Politics
    The Principality of Eniath is only really a factor with Trade negotiations, due to it's distance. The Free City states generally have great influence only within their borders, though their are many alliances between different states, of varying degree's of strength. The main things preventing the spread of influence is that they tend to counteract each other, preventing any one players dominance.

    Thus, at least for the current age, the so called superpowers are the Canim and Tosarians. The Canim have long been present, but in the past 200 years have they begun to expand. At first, like all such events, no one really cared. But that time is past. City States that border Canim territory have begun to create stronger alliances, and 100 years ago the Eternal Kingdom formed in response to increasing Canim pressure.

    Soon afterword, both nations were expanding into a new Plane, one that connected to both of their nations. Tensions were high, and soon fighting broke out, small raids at first, then larger. Until, finally, war broke out, a scant 25 years since the founding of Tosaria. It was a war they couldn't win, their position in the shard difficult to hold. Worse, a second portal connecting the shard to the Canim territories opened up, and the Tosarians were crushed. So much that the home shard of one of the founders was all but lost before momentum could be reversed. Peace followed, uneasy even after all these years.


    In the Spoiler is a rough map. Grey indicated Canim shards, Bule are Eniathian shards, red are free city states, and Green are Tosarian shards. Black lines indicate portals linking demiplanes. No scale involved, and not all shards are marked.
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    Eternal Kingdom of Tosaria.

    Due to the increased danger felt by the expanding Uromathia Range, many city states began creating stronger alliances. Some went even further. Having had peace for over 400 years between them, the nations of Deng, Calirath, Sharona, and Tezoca joined together, naming the joint nation they had become after a Holy mountain from Pre-Sunder Days, still recognizable, and located within one of the periphery shards.

    The formation was none too soon, as a new portal opened up, but the shard in question was already being explored by the Uromathia. The two sides kept peace for some time, but eventually war broke out, known as the War of Tears by the Tosarians, as not only were they forced from the new territory, but the Sharonan home shard was conquered.

    The next 72 years were taken as a time to rebuild, but also to truly integrate the nation. It has not been entirely successful, but there is a growing segment of the population that really thinks of themselves as Tosarians first. Most such individuals live in periphery shards, as those are they ones that have the most mixing.

    Military, Tosaria focuses on the defense. Their last war's disastrous conclusion has created a crop of officers rather hesitant to take risks, though as usual in this situation the up and coming generation seems to be bucking the trend. Overall, the populace is eager for a new war, hoping to beat back the Uromathia.

    Brief Descriptions of the Major Cultures
    Deng-Based in an area considered small for a home-shard, it was a confederation of several Dwarf and other mountainous race communities. They even have a Dragon as part of their nation, a being even more rare than before the Sundering. Overall, they tend to be a stable, conservative group, due to the long lives of it's most populace members. Culture changes with the generation, after all. It is the Industrial powerhouse of the kingdom. While it's former head is not part of the succession, it does contain the Second highest noble of the land, as well as control over several key departments of the Council.

    Calirath-The Largest province of the kingdoms, they are represented in the Royal Line. They are also the most divided over going to war; on one hand they were the most militant of the previous city states, and would like to regain their lost face. On the other, they respect the Range's powerful military, and aren't sure that the current Kingdom's military can truly match them offensively. In a way, they are the most normal of the 4, being Human dominated, without the strange anomalies of Tezoca or the Bubble kingdom legacy of Sharona.

    Sharona-Fair Sharona was the key to to formation of the kingdom. For it was a rarity among the citystates, one that the others could all trust. Every other nation had, at one point or another, been expansionistic, looking for resources, land, and power at the expense of someone else. Except Sharona. It had been isolated from any outside contact for centuries, a few shards connected together, with no outside contact. Thus, when they finally were introduced to the wider world, they wanted simply to coexist. The consolidation was their idea, and their Premier became the First King. And even though they were formed for defense, they remained hopeful for peace.

    But that was before. Now Sharona is lost, the shining towers toppled, the white walls blackened. And the King is dead. Now they are the most hawkish of the groups, eager to get revenge.

    Tezoca-Pre-sundering, this Shard is thought to have contained a Wizard's massive home and research station. That's the only reason the current inhabitants can possibly explain the even more numerous oddities that exist within the shard than normal: the magics of the home reacting with the Sundering to create the anomalies among the island chains. It population has a reputation as being crazy and over-eager, especially when it comes to research and advancing their knowledge of the world. Or making a really big explosion, if you listen to their critics. They also have some of the best medical and mental health care available in the Shards. They also have no real connection to the line of succession, but no one can really tell if they care. They do have a couple key positions on the council.

    On the Government:
    Scholars call it a Constitutional Monarchy. The King and Queen are rulers, but their powers are not absolute, in this case tempered by a Parliament, consisting of the Upper Lords of the Land, as well as a system of courts, whose Judges are jointly appointed by Parliament and the Monarch.

    The Monarch also has a Council. Each member of the council oversee's a specific domain, whether the Treasury, the military, or something else. Their power over these areas is at the pleasure of the Monarch, though. A Wise one, however, will realize that he or she cannot do everything by themselves, and that competent subordinates should be trusted. This isn't the only purpose, however. They Council also acts as a go-between for the Monarch and the Parliament, giving the latter a bit of distance so they aren't seen to directly question the head of state. The number of positions, what exactly their duties entail, and who fills said position is largely up to the Monarch, except for 5 positions specifically called out in the Constitution. These Five, sometimes called the Upper council, do have some control, and their appointment is done by the nobles of the Province the position was given to. These positions were given to Tezoca and the Deng, in recognition that they would not have a direct tie to the Royal line, nor would they demand such a thing. Other such positions can be created, but only if the Constitution is amended. The positions are Councilor of the Military, Justice, and Treasury, the three positions given to the Deng, and Councilor of Education and Development, given to the Tezoca. Neither the Upper Council or normal Council positions are for life: in the latter case they serve till the Monarch wishes to replace them or till they wish to leave. In the former case they serve till they wish to leave or their home Province wishes to appoint someone else. In the latter case, a Monarch can ask for someone to be kept on or be replaced, but their is no official pressure they can apply.

    Additional note about portals: They only occur on the edges of Shards. Also, the average size is about 4 miles wide, 1 mile high, sort of a half oval shape.

    Additional Note about the Uromathia Range. Of the shards show, 3 were Shards owned before contact. Almost all of the other shards used to be independent City States, conquered over the course of 200 years. There's a reason people are nervous about them.


    On names, Explorer brigades, and Shard contact:
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    Sharona would be Indian, though don't hold me to that. I'm super horrible with names. Calirath is Gaelic, Tezoca would be mezo-american with some Pacific Islander traits. Deng is complicated, as many of the different races have different naming traditions. The Dwarves favor Norwegian names, for instance.

    Yuppies in all of the cultures chose names based on others, though.

    Explorer Brigades are a valued part of any nation's forces. When a new portal opens up, these groups are sent to investigate the Shard. If a government(or governments) exist on the Shard, they act as first contact groups. If, on the other hand, is often the case, there aren't sentient, non-anathema species on the Shard, then the Brigade acts as surveyors and, well, explorers. Even if there are no sentient at all, there's often quite a bit of magical loot, and abundant natural resources.

    Brigades are required to report all magical items that they find. Generally, that is all, though certain items, if found, must be given to the Governments, though in this case compensation will be given. The Government does have first dibs if you wish to get rid of the items, though, generally paying 50% of sell cost. Natural resources that you find default to the governments control, thought again, compensation is awarded, as well as first sell rights if you wish to purchase it.

    Anathema species are those that are viewed as inherently hostile. Mind Flayers, and several others types of abberations are good examples of this.


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    Pre-sundering, the fair Folk lived in Between.
    [12:13:05 AM] T: Between one moment and the next. Between Earth and Sky. And so on.
    [12:13:22 AM] T: They did many things, in their Immortal courts.
    [12:14:36 AM] T: To most observers, it would seem like a play, but it was politics and war of the highest order. True, the characters could not truly die, but they could be diminished, and a lose of status can hurt just as much as any blade.
    [12:15:44 AM] T: Now, they did not rule nature, for that implies dominance over it. They were part of nature, though, tied to the world and its cycles.
    [12:16:07 AM] T: And while lacking dominance, they had some measure of control.
    [12:16:31 AM] T: The Sundering was a dark time for all, and the Fair Folk were not excluded.
    [12:16:59 AM] T: For the first time, they died the true death in massive numbers as the world burned.
    [12:17:37 AM] T: The Palaces of Glossomar and Dream are no longer filled with faces.
    Last edited by Tavar; 2012-07-25 at 12:40 AM.
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
    -James Graham, 1st Marquess of Montrose
    Satomi by Elagune

  2. - Top - End - #2
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    Default Re: Shards of Terna [OOC]



    And later arriving characters:
    Kriznik Lesser Giant Adephage(racial abilities included on sheet) NO CLASS YET by Spheniscine

    Carillon Zenythri Cycle Warden (minmax version) by sirpercival
    "Backup" version of Cycle Warden on GitP

    Charsheet:
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    Carillon
    LN Lesser Zenythri Cycle Warden 6

    Pic
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    Ability Scores
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    Racial adjustments: +2 Str, +2 Wis, -2 Cha
    32 point buy, items included

    Str 16 [10p] +2 racial +1 level = 19
    Dex 12 [4p]
    Con 14 [6p]
    Int 8 [0p]
    Wis 16 [10p] +2 racial = 18
    Cha 10 [2p] -2 racial = 8


    HD: 6d8+12 (48 hp [max 1st, 3/4 after])
    Saves: F +7, R +6, W +6
    AC: 17 (+1 Dex, +6 armor), touch 11, flat-footed 16
    Initiative: +2
    Senses: Spot/Listen +13 (in Revolution stance) or +4
    Defenses: Electricity, Sonic resistance 5; variable resistances based on season rating; light fortification
    BAB/Grapple: +6/+10
    Attack: Greatsword +11/+6 melee (2d6+7, 19-20/x2)

    Feats
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    1st - Cycle Awareness
    3rd - Frozen Earth
    6th - Long Days, Long Nights


    Skills
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    Survival 9 ranks + 4 Wis +2 racial +2 insight = +17
    Heal 9 ranks + 4 Wis +2 insight = +15
    Martial Lore 9 ranks +4 Wis +2 insight = +15
    Balance +2 Dex +2 racial = +4


    Class Features
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    Cycle Warden 6
    • Maneuvers (7/4/3, IL 6)
    • Changing Seasons: Season ratings, Equinox & Solstice axes; +rating damage to associated maneuvers.
    • Epoch 1: One season is 1-5 instead of 0-4; can't pick same season on consecutive days.
    • Eternal Gift: +2 insight bonus to Wis-based skill checks.
    • Rise and Fall: Resistances! Acid -> Autumn rating, Electricity -> Spring rating, Fire -> Summer rating, Cold -> Winter rating. Only when appropriate axis.
    • Renewal: Swap readied maneuvers when swapping stances within same discipline.
    • Skill Mastery: Take 10 on Wis-based skill checks.


    Equipment & Wealth
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    WBL: 13k
    Bluewood Greatsword +1 (2850gp)
    Bluewood Breastplate +1 Light Fortification (4800gp)
    Healing Belt (750gp)
    Anklet of Translocation (1400gp)
    Third Eye Clarity (3000gp)

    Remaining Funds: 200gp


    Maneuvers & Stances
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    Equinox, Solstice, Revolution

    Maneuvers Known [7] (*readied [4])
    • Growing Season* - E1, Spring Counter. Heal a dying ally for 1d4 + half your Heal check result.
    • Sapling Strike - E1, Spring strike. Grow weapon by 1 size category for 1 attack.
    • Frozen Trail - S1, Winter boost. The path you move becomes slick and difficult to move on.
    • Deep Chill - S2, Winter strike. Make an attack which slows an opponent for 1 round.
    • Scorcher - S3*, Summer strike. Make an attack which deals +2d8 fire damage, can daze your opponent.
    • Transient Thoughts* - R1, Strike. Make an attack which may force your enemy to try and predict others' actions.
    • Second Harvest* - E3, Autumn strike. Make an attack which deals +3d6 acid damage, can sicken your opponent.


    Stances Known
    • Cycle's March - R1. You gain benefits from changing your targets.
    • Brittle Branches - E1. Attacks you make reduce opponents' damage reduction.
    • Tamed Blizzard - S3. Create an area of wintry weather around you.


    Background
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    Selected excerpts from And the Wind, by Carillon duManthe

    Time is a tide,
    and with its flow and ebb
    comes
    the Cycle of Seasons.

    [...]

    Sprung from the earth
    am I, through
    spirit if not flesh:
    born to weave again
    what
    has been torn asunder.

    Piece by piece
    I walk
    the shattered world,
    feeling the rough-sharp edges
    abrade this weathered skin.
    I tread lightly over
    the land's wrinkled bones,
    and in my hands I hold
    an azure blade, red-ripe with
    my enemies' blood.

    Their reaping
    was a necessity.

    [...]

    When a single step
    takes me from Summer
    to Spring,
    how can I stitch the threads
    of the Cycle?
    How can I preserve its
    inexorable march?

    These questions
    cannot be answered,
    and yet still
    I press on.


    Equipment Wish List
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    Solstice discipline weapon (+1 bonus) on greatsword.



    Valon Alamir, Human Phoenix Knight by Quellian-dyrae.

    Quick Summary (may be out of date)
    Valon Alamir
    M NG Human Phoenix Knight, Level 6, Init +4, HP 50/50, Speed 30'
    AC 21, Touch 14, Flat-footed 17, Fort +6, Ref +7, Will +4, Base Attack Bonus 6
    Spiked Chain+1 +10/+5 (2d4+1, 20/X2)
    Mithral Shirt+1, Buckler+1 (+5 Armor, +2 Shield, +4 Dex)
    Abilities Str 10, Dex 18, Con 10, Int 12, Wis 12, Cha 18
    Condition None
    Last edited by DracoDei; 2013-03-19 at 03:47 PM.
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  3. - Top - End - #3
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    Milo v3's Avatar

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    Varden
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    Small Humanoid (Durzite)
    Binder 6
    Neutral Evil

    HD: 5+(4*5) (25/25 HP)
    AC: 14 (+1 Dex, +1 Scholar’s Outfit, +1 Ring, +1 Size), Touch 14, Flatfooted 13
    BAB/Grapple: +3/-2
    Space/Reach: 5 ft/5 ft
    Attack: +1 Flaming Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
    Full Attack: +1 Flaming Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
    Abilities: Str 9, Dex 12, Con 12, Int 17, Wis 19 (21), Cha 13
    Saves: Fort +3, Ref +3, Will +10
    Feats: Necromantic Binding (3)(B), Spell Focus (Conjuration), Augmented Summoning, Combat Casting, AlertnessB
    Skills: Bluff 4 (+9), Concentration 5 (+6), Decipher Script 4 (+7), Diplomacy 5 (+7), Intimidate 5 (+7), Knowledge (Arcana) 4 (+7), Knowledge (Planes) 7 (+10), Knowledge (Religion) 6 (+9) , Listen 0 (+2), Spellcraft 5 (+8), Spot 0 (+2)
    Racial Features: Inborn Summoner (Planar Agent), Low-Light Vision, Shielded Soul
    Class Features: Spells, Familiar (See Below), Gate of Souls, Binder’s Pact, Obedience Sigil (10ft.), Soul Master (5/2), Twin Soul, Dominating Soul (1), Enchanting, Perfect Understanding
    Possession: +1 Morningstar, Backpack, Bedroll, Flint and steel, Chalk, 10 torches, Waterskin, Spell Component Pouch, Spellbook, +1 Glamered Scholar’s Outfit, Ring of Protection +1, Periapt of Wisdom +2, Hand of the Mage, Dagger, 85.79 gp, Wand of Light 48 charges, Platinum Ring.
    Weight of Gear: 22.75 lb.
    Encumberment: Light - 23lb., Medium - 34-45, Heavy - 46-68.
    Spells in Spellbook: 0 – All. 1 – Charm Person, Protection From Evil, Summon Monster I, Summon Primal Being I, Summon Planar Agent I. 2 – Deathknell, Summon Planar Agent II, Summon Primal Being II, Summon Undying Servant II. 3 – Clairaudience/Clairvoyance, Summon Planar Agent III, Summon Primal Being III, Tiny Hut
    Caster Level: 6
    Effective Binder Level: 6
    Spell DC: 10 + Spell level + Intelligence Modifier (+3)
    Spells Per Day: 0 – 4, 1 – 3, 2 – 3, 3 – 2
    Spells Prepared:
    0 – Arcane Mark, Daze, Detect Magic, Detect Magic
    1 – Protection from Evil, Summon Primal Being I, Summon Primal Being I
    2 – Summon Planar Agent II, Summon Primal Being II, Summon Primal Being II
    3 – Summon Primal Being III, Summon Primal Being III


    Vardan specializes in the use of conjuration, relying on allies in a fight rather than his own strength. He can speak Common, Draconic, Ignan, Infernal, Terran.

    Backstory
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    In Varden's mind Good and Evil is subjective. To most, demons and devils were seen as personifications of evil. To Varden most people were seen as personfications of evil.

    Varden's family specialized in binding Devils, using them for information, servants, and assassins. Generally these devils were whichever ones his father could conjure which could get the job done. They were the most skilled Infernal Binders in all of Deng.

    Except for a single Imp named Ronove, he protected Varden as he grew up and taught him Rhetoric so that he will be able to not only speak correctly but also prepare loop-holes and protect against them in pacts with outsiders.

    Varden viewed ronove as his greatest and only friend, regardless of his fiendish nature.

    But others didn't see it the same way. One night mercenaries attacked his family and killed both of Varden's parents. Ronove was released from his binding, but he strangely remained. The Imp wounded the warriors using skill and intelligence to supplement his weak form.

    But in doing so Ronove was slain. Varden didn't know why the Imp remained, there was no logic behind it. After that Varden started to be disgusted by Canim.

    After a few years of life on his own he finally learned to bind souls to his will. But the society in which he dwelt disliked his talents as they brought fiends into the world. He was attacked several times, until he stopped being public about his abilities.

    Currently he is trying to find the Canim warriors who killed his parents and ronove. He uses brutal methods to gain knowledge, and has murdered a few people along the way, but he no longer cares. Once he finds the crimals who ruined his life he shall finally get vengance.


    Appearance
    Varden has pale skin and is very short (standing only 4 feet high). He wears a white tunic with a black robe over it. Thin brown bands with runes of binding lie in his palms. His eyes are yellow and serpentine.
    His spines are tainted by his magic, which have now changed to a pale green.

    He looks like this, with the following changes:
    He is wearing a white tunic and black robe rather than a suit.
    The hair is actually spikes
    The bands in his palms have runes on them.

    Personality
    Varden maintains a cheery and sarcastic demeanor around most people, pretending to be a harmless and weak mage. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and doesn't seem to show any kind of remorse for his actions.

    Despite this he is perfectally willing to work with goody-two shoes, as long as they don't directly go against his interests.

    Familiar - Ourboros
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    Snake, Tiny Viper
    Size/Type
    : Tiny Fey
    Hit Dice: 6d8 (12 hp)
    Initiative: +7
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
    Base Attack/Grapple: +3/–11
    Attack: Bite +6 melee (1 plus poison)
    Full Attack: Bite +6 melee (1 plus poison)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: Poison, Deliver Touch Spell
    Special Qualities: Scent, Improved Evasion, Share Spells, Empathetic Link, Speak with Master
    Saves: Fort +2, Ref +7, Will +6
    Abilities: Str 4, Dex 17, Con 11, Int 8, Wis 12, Cha 2
    Skills: Balance 0 (+11), Climb 2 (+7), Hide 2 (+9), Listen 3 (+8), Spot 2(+8), Swim 0 (+8)
    Feats: Improved Initiative, Weapon FinesseB
    Environment: Temperate marshes
    Alignment: Always Neutral

    Ourboros is a swift viper, he is the eyes and ears of Varden. Ourboros normally lies coiled around Varden.

    Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    COMBAT
    Viper snakes rely on their venomous bite to kill prey and defend themselves.

    Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.


    Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

    If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

    A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

    Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

    Because of this empathic link, the master has the same connection to an item or place that his familiar does.

    Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


    Pacts
    Pact Slots: 9
    Current Pacts: 1/3

    Hellhound, Enchantment (Flaming)
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    Subscribity.

    Chōṛā hu'ā/Forsake - Level 6.0 - Human Shield Warrior -Round 0
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    Bold indicates temporary bonuses
    HP: 54/54, AC: 24, T: 19, FF:24. DR: . Fortitude: 9. Reflex: 5. Will: 3. Initiative: +2.
    Size: Medium, Reach: 5', Speed: 30',
    Feats/Class abilities: 1/2 class to shield ac; Shield Throwing; Adaptive Style; Point Blank Shot; Precise Shot; Shield Parry x2; shield bonus to bull rush, disarm, trip, overrun, and grapple attempts; shield not disarmable or sunderable; 1/4 shield bonus to saves;
    Items: Platinum ring, Survival Pouch (MIC), 79 gp
    • +1 Warhammer (Bldg)
      +10/+5 (1d8+4) x3
    • +1 Light Shield (Bldg, Slash)
      +10/+5 (1d3+4) 19-20/x2
    • Two Weapon Fighting
      +8/+3/+8



    Skills:
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    Balance +10, Climb +2, Concentration +3, Craft (Armor) +10, Hide +1, Intimidate +9, Jump +2, Knowledge (History) +10, Listen +9, Move Silently +1, Profession (Soldier) +9, Search +1, Spot +9, Swim +3, Tumble +5, Martial Lore +9


    Active Stances:
    Other Stances:
    IT Stance of the Defending Shell (+1 shield AC /2 IL, max 10 [+3 AC, +1 Saves)
    AOO Master of the Field (+5 damage on attacks of opportunity)
    SD Giant's Stance (+1 size category for weapon damage and checks)

    Maneuvers
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    Army of One | Iron Tortoise | Stone Dragon | Iron Heart

    Readied: 6
    Available:
    • IT Turtle Shell Wall (counter, adjacent ally gains my shield bonus + 4 to shield AC
    • IT Angering Bite (-4 penalty to attack rolls against others, usable in full attack)
    • IT Iron Shell (counter, opposed attack roll using your shield (BAB + Str + shield AC) to deflect a single melee or missile attack (that is not a spell or power))
    • SD Charging Minotaur (charge + bullrush, 2d6 + STR in addition to pushing the target back as normal. can push your target back more than 5 feet without having to follow)
    • SD Stone Bones (DR 5/adamantine if hits)
    • IH Steel Wind (two attacks as a standard action)
    • SD Stone Dragon's Fury (+4d6, double damage against constructs/objects, sunder without provoking)
    • SD Mountain Hammer (+2d6, overcomes DR and hardness)
    • IT Tortoise Trip (free trip attempt if attack hits, usable in full attack)
    • IT Mirror Shell (counter, attack roll BAB + shield AC opposing the enemy’s caster level check. If successful, the targeted spell or effect is negated.)
    • AOO Vanguard of One (two duplicates x1 round, share HP, each can make move + standard or initiative 1st level maneuver (not readied or expended), can move with a duplicate)




    Active Buffs: none


    Backstory
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    Chōṛā hu'ā (literally "Forsaken" in Hindi/Sharonan) received such a fell name from his grandfather, a husband without a family, a Sharonan without a home, and a man with no purpose.

    Some 50 years prior to Chōṛā hu'ā's birth, fair Sharona had fallen, crushed by the merciless invasion, and his grandfather had fled for his life. The man's two daughters died in the flight, and only he and his pregnant wife escaped. They sought refuse in Calirath.

    Chōṛā hu'ā's father's birth was the end of his mother, so his grandfather did his best to raise him, but in the end was forced to beg for food for his family.

    Chōṛā hu'ā's father did little better. He himself, thrown into such a poor situation, sought the safety of opium, and retreated farther and farther from reality. It was almost a miracle that he had enough drive to get a young girl pregnant in a brothel. Chōṛā hu'ā's grandfather took the girl in when he learned of her condition, and Chōṛā hu'ā's father died of an overdose.

    When Chōṛā hu'ā was born, his grandfather gave him a cursed name, because he and all of his line and all of his nation had seemingly been cursed themselves. One could even think it true, as the boy's mother was killed one night in an alley of Calirath, and his grandfather perished in a fire.

    Little Chōṛā hu'ā was taken in to an orphanage, but not before he had learned one lesson well: his homeland had been conquered, and his family had suffered for it.

    A quiet and reserved boy, he made few waves in the orphanage. At least until he turned 12. It was then that he killed another boy in the group home. The circumstances of the death were never examined, but in Chōṛā hu'ā's eyes, at least, the boy had it coming.

    The prison system in Calirath is especially hard on children, and the boy quickly toughened up. By the time of his release, the tattooed, scarred, and bulked man was a terror to behold.

    But revenge gave him purpose, and he quickly enlisted, training in the Calirath military as an expatriate, hoping that one day war would come, and he would have revenge.


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    Medium Humanoid
    Shield Warrior 6
    True Neutral
    HD: 6d8+18 (54)
    AC: 24 (+2 Dex, +7 Shield (+1 light shield, +2 enhancement, +2 shield specialization, +3 superior shield), +5 Chain Shirt +1, Touch 19, Flat-Footed 24
    BAB +6
    Space/Reach: 5 ft/5 ft
    Attack: +1 Warhammer, +1 Keen Light Shield (30' range)
    Normal: +10 melee (1d8+4), +10 melee/+10 ranged (1d3+4)
    Full Attack: +8/+3 (1d8+4)/+8 (1d3+4)
    Abilities: Str 17, Dex 14, Con 16, Int 12, Wis 10, Cha 10
    Saves: Fort +9, Ref +5, Will +3
    Feats: Shield Throwing, Adaptive Style, Point Blank Shot, Just realized I have one more
    Skills: Balance 9 (+10), Craft (Armor) 9 (+10), Intimidate 9 (+9),
    Knowledge (History) 9 (+10), Listen 9 (+9), Martial Lore 9 (+9), Profession (Soldier) 9 (+9), Tumble 4.5 (+5)
    Class Features: Shield Parry 2/round, Improved Shield Bash, Shield Ward (shield AC to touch and some opposed checks), 1/4 Shield AC to saves, shield not sunderable nor disarmable, favored shield: light (keen, two-weapon fighting with full strength to damage)
    Possessions: +1 Warhammer, +1 weapon/+2 armor light shield, +1 chain shirt,
    3429 gp available to spend before campaign starts (thought I'd wait until recruiting to finish)
    Maneuvers known (6 readied): IT Snapping Strike, IT Angering Bite, IT Iron Shell, SD Charging Minotaur, SD Stone Bones, IH Steel Wind, IH Steely Strike, SD Mountain Hammer, IT Tortoise Trip, IT Mirror Shell, AOO Vanguard of One
    Stances known: IT Stance of the Defending Shell, AOO Master of the Field, SD Giant's Stance
    Last edited by Barbarian MD; 2012-04-23 at 11:07 AM.

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    Firbolg in the Playground
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    Default Re: Shards of Terna [OOC]

    Whoo!

    For names, I like Behind the Name. If you hit the more button under browse names it calls up a full list of regional types of names. Hit Indian and Voila!

    Okay, big question. What does the scenery look like in the world? Can you see the 'shores' of an average shard from the middle of it? Is there a hard edge and a bottom to a shard, or is a shard more like an odd-shaped planetoid? Is the sky blue? Is there a sun, or some other direct source of light? Are shards arranged in 3d or are they arranged more flat-ish? Can one fall off a shard? How does gravity work on and off shards?
    Last edited by Admiral Squish; 2012-04-22 at 09:46 PM.
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    Default Re: Shards of Terna [OOC]

    Are the ruins on the "known" side of the portal, or the "unknown"?
    Also, for the guy who can't read any of the sheet websites, here is a slightly updated version of my character. Not guaranteed to be accurate in all details.



    Timothy RansomKajal Pala
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    Medium Humanoid (Human)
    Grace-Gift 6
    Neutral Good

    HD: 6d12+12 (64 HP)
    AC: 23 (+1 Dex, +5 mithril chain shirt +1, +1 amulet of natural armor +1, +6 Deflection), Touch 17, Flatfooted 22, FF Touch 16
    Enlarged: 21, Touch 15, Flatfooted 20, FF Touch 15
    BAB/Grapple: +3/+5
    Enlarged: +3/+10
    Space/Reach: 5 ft/5 ft(10 ft with spiked chain)
    Enlarged: 10 ft/10 ft (20 ft with spiked chain)
    Attack: Masterwork Cold Iron Spiked Chain
    Normal: +6 melee (2d4+3)
    AoO: +14 melee (2d4+12)
    Enlarged: +6 melee (2d6+4)
    Enlarged AoO: +14 melee (2d6+13)
    (Note that I have Power Attack)
    Full Attack: (As above)
    Abilities: Str 14, Dex 12, Con 12, Int 8, Wis 12, Cha 18(20)
    Enlarged: Str 16, Dex 10
    Saves: Fort +11, Ref +11, Will +11
    Enlarged: Fort +11, Ref +10, Will +11
    Feats: Power Attack, Improved ToughnessHuman Bonus, Touch of the Grace-GiftGG Bonus, Combat Reflexes*GG Bonus, Exotic Weapon Proficiency (Spiked Chain), Blocker GG Bonus, Lesser Mage-SlayerGG Bonus, Burden Bearer
    *Since this was taken as a Grace-Gift bonus feat he can use his charisma rather than his dexterity for determining how many AoO's he gets per round.
    Skills: Balance 0 (+3), Bluff 0 (+5), Concentration 9 (+10), Diplomacy 0 (+6), Heal 9 (+12), Intimidate 0 (+3), Jump 0 (+4), Listen 0 (+1), Sense Motive 4 (+5), Spellcraft 4 (+3), Spot 0 (+1), Survival 1 (+2), Tumble 9 (+10)
    Class Features: A General Rule, Divine Protection(Deflection), Gift of Resistance(Penalty to 2 Saves), Gift of Shielding, Gift of Tolerance, Swift to Protect(+6 to initiative if accepts only movement and using class abilities first round), Defensive Strike(+8/+9), Life Saver(Most Heal checks), Master of the Healing-ward, Divine Grace, Hands of the Healer, Helpful, Status 1/day, Courage, Carry the Burden(1 ally, fly, 150 ft), Enhanced Defensive Strike(Magic), Gift of Breath, Gift of Soul, Gift of Time(Move Action)
    Possessions: Masterwork Cold-Iron Spiked Chain, Mithril Chain Shirt +1, Amulet of Natural Armor, Healer's Kit x3 (One carried, 2 more on mule), Belt of Enlargement(Continuous Enlarge Person when buckled, extra set of belt-loops, and strings tied through holes around belt keep both pants and belt itself from being easily snatched), Wooden Holy Symbol, Spell-component Pouch, 50 GP Platinum Ring,

    Mule: Packsaddle, Bit and Bridle, Tent, Rations (how much?), Waterskin, Whetstone, Soap, Needle and Thread, Mule Feed (how much?), Bedroll, Bull's Eye Lantern, 10 pints oil, Flint and Steel, Extra Traveler's Outfit, Cleric's Vestments OR Scholar's outfit, Rope?
    Weight of Gear: 30.5 lb. + stuff on mule
    Enlarged: 61 + stuff on mule
    Encumberment: Light - 58lb., Medium - 59-116, Heavy - 117-175
    Enlarged: Light - 152lb., Medium - 153-306, Heavy - 307-460
    Caster Level: 6
    Spell DC: 10 + Spell level + Charisma Modifier (+5) (this is unlikely to ever come up.
    Spells Per Day: Status 1/day

    Backstory
    Born the second of three children, Kajal Pala is of Sharonian decent. Although he feels that the imperialists must be stopped, he views this as simply preventing future harm, and views vengeance as something for those who can not rule their own hearts. Regaining the home-shards would be nice, but is something for a future generation.

    Growing up, Kajal showed a talent for treating injuries. His desire to help his fellow sapient drove him not merely to find a teacher, but the best teacher he could. This turned out to be the houses of healing associated with the local church of Heronious.

    The clerics found him enthusiastic for most parts of their practical teachings, although he had a reserve that prevented him from being willing to give himself directly to their god's service. He had little patience for weapons drills, although as a precaution he did partake of the long-spear drills, seeing it as the best way to serve as a last line of defense for the house of mundane healing that he served in. In similar fashion he would use only minimal armor in his drills. Partially because he could not readily afford more, and partially because he did not wish to take too much time away from his work as a physician.

    Kajal's talent grew, and the scream of the insane or the pain-maddened did not distract his hand as it would guide cat-gut thread through the tender flesh of a small child. He would work himself harder, and do more good than almost any other his age. While his effect on any single patient was paltry compared to those who could summon the more varied power of Heronious, he could help more patients per day, and even his mere prescience and well-wishes could provide good effect for those in the throws of illness, and his hands could cure wounds with a touch.

    Matters came to a head when a paladin commander of great renown took refuge at the church, after his command was attacked by a mob of demons associated with sleep and armed with both horrible dreams and claws. Kajal tended them through the night as they succumbed to many days without sleep, thinking themselves safe. But some of the demons had been hidden in the realm of dreams itself(does this fit the setting?), and the dreams of their foes shone forth like a beacon to them. That relatively tiny remnant came upon the church, and slew the guards at the doors. Many screams did not wake those who slept within, for sleep was the demons' and none could wake (and more fell into slumber) while they bent their will against that. Kajal prodded his patients, firmly first, then, reluctantly, to the point of mild injury, but wake they did not.

    Then did Kajal take up his spear and stand in the doorway of the room, and a good account of himself he gave. When finally aid arrived the paladin and a few of his comrades were dead, but upon being summoned back to life the champion declared that such bravery should be given better tools to work with, and equipped the healer with such things as would best augment his talents.

    Not wishing to waste such kind gifts, though he somewhat doubted he could do more good in an offensive group than as he had before, Kajal Pala ventured forth in search of causes worth championing. He was surprised at his own success, although if no worthy cause was to be found at any given time, he would eagerly fill every day he could at the nearest house of healing, where he usually earned a fair reward for his work from those not able to afford the faster efforts of his more overtly magical comrade-competitors.
    Last edited by DracoDei; 2012-06-03 at 01:25 PM.
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    Default Re: Shards of Terna [OOC]

    Known side. It's actually fairly close to the portal and the fort.
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
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    Default Re: Shards of Terna [OOC]




    There's all my info. I'd recommend editing the table into the OP of the OOC; it helps when looking up info.

    As to the question posed on the other thread: a +5 to Will Saves should allow me to hit it reliably throughout the day. Otherwise, I'm going to be an extreme hazard, and I really don't want to hurt team-mates. THOUGH, that would make for some great role-play.
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by SamBurke View Post
    As to the question posed on the other thread: a +5 to Will Saves should allow me to hit it reliably throughout the day. Otherwise, I'm going to be an extreme hazard, and I really don't want to hurt team-mates. THOUGH, that would make for some great role-play.
    Right, so that is my swift action for round 1 of most fights probably.
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    Ettin in the Playground
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by DracoDei View Post
    Right, so that is my swift action for round 1 of most fights probably.
    Thanks! I appreciate it!
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    Ettin in the Playground
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    Default Re: Shards of Terna [OOC]

    Also, I seem to have lost the link to the IC. Could someone re-post it so I can re-sub?
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    *snip* ...Hands down the funniest class critique ever... *snip*
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by SamBurke View Post
    Also, I seem to have lost the link to the IC. Could someone re-post it so I can re-sub?
    http://www.giantitp.com/forums/showthread.php?t=240710

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    Default Re: Shards of Terna [OOC]

    Thanks. Posted and re-subbed.
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    Default Re: Shards of Terna [OOC]

    So, typical marching order:


    Serol the Harrowed Scouting ahead.

    Forsaken in front of the group (or at least adjacent to whomever needs protection. Perhaps between two really squishy people?).

    Followed by...

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    Milo v3's Avatar

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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by mhvaughan View Post
    So, typical marching order:


    Serol the Harrowed Scouting ahead.

    Forsaken in front of the group (or at least adjacent to whomever needs protection. Perhaps between two really squishy people?).

    Followed by...
    I'm really really fragile so I'm probably stay behind and diagonally adjacent to Forsaken.
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by mhvaughan View Post
    So, typical marching order:


    Serol the Harrowed Scouting ahead.
    VERY risky based on what we said before.
    Listen -1 and Spot +5 isn't horrible for seeing stuff before it sees you, but everything that has been said before indicates that it is a REALLY good thing for him to stay within 10' of my character at almost all times when combat is a possibility. Of course, if CR<=2 he can just not activate any of his save-required stuff (I don't think that popping the claws and tentacles requires a save) or if he manages to not get too.... *looks up the rarely used "withdraw" action* yeah, ok, works OK as long as nothing gets in too close or doesn't get surrounded(his reach + Combat Reflexes makes both less likely, although since most stuff has to take AoO's just to close to melee with him they might as well go to adjacent if they are serious about attacking). Anyway, if he doesn't get too locked in, or is willing to take a few hits (and Slooze has infinite healing last I checked), then 60' movement means he can get back to the group to make our stand.

    As for using "actual resources" to heal a pain with no mechanical effects... mechanically touch of the Grace-gift is basically ONLY for healing Slooze if he gets KOed but not killed or if we are in enough of a hurry that 3d6+6 party healing per round is low enough that an extra 3 points per round makes a big difference. I... guess I should consider replacing that feat, but IS good to have a bit of breathing room on Slooze so we can get him back into action, rather than merely stabilizing him, and it is kinda part of my backstory.
    Last edited by DracoDei; 2012-04-25 at 08:58 AM.
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    Firbolg in the Playground
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    Default Re: Shards of Terna [OOC]

    This is surprisingly awkward.
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    Default Re: Shards of Terna [OOC]

    What are you referring to?

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    Default Re: Shards of Terna [OOC]

    The whole meeting. No real introductions or anything, just having everyone show up and sending us through the portal. I'm just getting this very awkward vibe out of the situation.
    Last edited by Admiral Squish; 2012-04-25 at 02:57 PM.
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    PaladinGuy

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    Default Re: Shards of Terna [OOC]

    We could roleplay it like we're an established team that has worked together in the past and would need no introductions. We would need to come up with character relationships OOC for it to work, though.

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    Default Re: Shards of Terna [OOC]

    Meh, I guess we could just have our proper introductions over a campfire later.
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    Default Re: Shards of Terna [OOC]

    Either way works for me: didn't want to force anyone into something.

    I'll be moving things along in the next day or so. Need to finish a paper, but after that, Adventure!
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
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    Firbolg in the Playground
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    Default Re: Shards of Terna [OOC]

    Nono! I mean, it makes sense for us to be dragged together on short notice. But that doesn't make it less awkward.
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    Ettin in the Playground
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by Admiral Squish View Post
    Nono! I mean, it makes sense for us to be dragged together on short notice. But that doesn't make it less awkward.
    I don't actually know what awkward is, honestly. I don't even understand myself IC, and I'm not paying attention to anyone's emotions other than the leader and Draco Dei.

    EDIT: Good thing you didn't slap me. I'd guess a mental patient to be preeeeetty jumpy.
    Last edited by SamBurke; 2012-04-25 at 04:36 PM.
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    Milo v3's Avatar

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    Default Re: Shards of Terna [OOC]

    Did he notice the evil aura of Varden and Ourboros or is he fine with it?
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    Ettin in the Playground
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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by Milo v3 View Post
    Did he notice the evil aura of Varden and Ourboros or is he fine with it?
    I'm going more with a smelling of emotion, a'la dogs and cats...

    I'd guess that he might smell that, though. Your choice.
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    Milo v3's Avatar

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    Default Re: Shards of Terna [OOC]

    Quote Originally Posted by SamBurke View Post
    I'm going more with a smelling of emotion, a'la dogs and cats...

    I'd guess that he might smell that, though. Your choice.
    Guess I should've read the class properly, rather than skimming.

    My character is currently thinking about manipulating your character soul and turning it into two pieces and see what make them. Emotion wise I'd say it was sick joy. Might not say he is evil or anything but still.
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    Firbolg in the Playground
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    Default Re: Shards of Terna [OOC]

    So, are we all through the portal yet?
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    DracoDei's Avatar

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    Default Re: Shards of Terna [OOC]

    Note: TECHNICALLY my mule is probably at speed 20 right now, due to nobody having taken the shovel and... whatever else I wanted someone else to carry, but I don't see any reason to let that get in the way of Slooze's earlier roleplay
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    Default Re: Shards of Terna [OOC]

    I think we are all through.
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