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  1. - Top - End - #1
    Ogre in the Playground
     
    Fortuna's Avatar

    Join Date
    Mar 2009
    Location
    Long Shiny Cloud-land
    Gender
    Female

    Default Tiamat-Slaying [PF]

    Hiya, folks! Settle down, talk amongst yourselves. Observers are welcome so long as they're polite to post in this thread. IC will be up once I finish composing it. IC thread is up!
    Last edited by Fortuna; 2013-08-17 at 06:25 PM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Yellow Eyes's Avatar

    Join Date
    Mar 2012

    Default Re: Tiamat-Slaying [PF]

    Hello there. I'm Yellow Eyes, the one they keep around to make themselves look better. I like watermelon, pretending to be a health inspector and rainy days. I don't like new age music, the 9th Doctor or blue cheese. Let's engage in internet activities.

    By law of dibs, I so claim dark red.

    ************************
    Gwyn ap Erduun
    Archon of Battle, Grandmaster of the Ru la Laiothe

    Likes: Fighting, saucy redheads, drunken arguments
    Dislikes: Standing on ceremony, staying in one place for too long, politics
    Favorite Food: Ground beef pasta
    Favorite Music: Eastern Elvish War Metal

    Appearance

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    Few people outside of the Sons of the Sword would recognize Gwyn ap Erduun by sight. The few artistic images bearing his likeness that exist are of him in full battle gear, including his horned helm.

    Gwyn is at least six-and-a-half feet tall, with the lean but powerful build of a long distance swimmer. His features are sharp and even, and not strictly handsome. His eyes are a dark grayish-blue. He wears his straight black hair in a swept back, shoulder length cut. His elvish heritage keeps his features youthful despite his age.

    When travelling among normal folk, Gwyn alters the appearance of his magic armor to seem as the normal, worn clothes of a wanderer. In battle, the armor appears as it truly is- full plate mithril dyed a deep bronze, smooth and virtually unadorned. His cloak and war coat billow a pure crimson.

    His greatest possession is his unusual greataxe, "Dalgoroth" (an archaic dwarvish word for "Cataclysm"). The weapon is made of dark adamantite, and appears to have once been a long-handled broadsword. At some point someone decided to bolt a pair of adamantite axe blades to the sword's blade, effectively making the sword into a greataxe. As far as Gwyn can tell, this alteration took place long before the weapon was enchanted and earned its name.


    Backstory

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    "He's earned many names over the years. He's called Titan Breaker, Dragon Slayer, Archon of Battle, Grandmaster. The Jotun of the eastern mountains call him 'Little Giant', and even the bloodthirsty orc tribes of the southern deserts respect him as 'Ruiner'. No matter how casual he acts, no matter how friendly he seems, do not forget this."


    The person most people know as the Grandmaster of the pseudo-mercenary guild known as "Sons of the Sword" is not much like they would first imagine. Gwyn Erduun is a half-elf born half a century ago in the Misted Hills, the eastern region of the Sheltered Lands known for its clouded mountains, rainy forests and many snowmelt rivers. Though he has never known his blood parents, Gwyn was raised in a loving family as part Misted Highland tribe of woodland folk. Enamored with the art of battle from an early age, partially due to his elvish warrior heritage, the child began a rapid development of warrior skills. Unlike the other warriors of his tribe, however, he did not feel the rage of a berserker; he saw the battle as a canvas, and one's skill and conviction as the paint and brush. He didn't seek honor- he sought mastery.

    In time he left his home, seeing that he would need to broaden his horizons to sharpen his skills. The urge to experience the breadth of civilization and become a master of his craft went unsated for some time- small villages and nary a goblin or bandit to be seen. It was not until he was snowed into a small village that he found his first taste of war. Along with a small band of similarly grounded adventurers, Gwyn defended the village from a kobold attack and found something extraordinary. The fact that he was helping defend the helpless villagers made the thrill of the fight so much sweeter that he decided fight not just for his own sake, but for the sake of others. With his deadly axe, he and the other adventurers became a party, lead by the wizard Alfin of the Star. Over a decade the gang became heroes, then icons, then legends as they managed to defeat the Last Menace and bring the Sheltered Lands to an age of prosperity.

    Since then, Gwyn has continued his wanderings and resumed his original quest. As a now famous warrior, he began to attract attention from other practitioners of his art. They sought teaching, employment, and purpose; at first, he denied them, but eventually began gathering these knights and knaves as companions. These soldiers became known as the "Ru la Laiothe", elvish for "Sons of the Sword".

    Over the last twenty years, this company has grown to become something between a mercenary guild and a full-on military force. Under the banner of the Bronze Gryphon, the guild operates out of the Misted Hills, and employs members of all classes. Gwyn leads as Archon Grandmaster and works to keep peace among the many warring city-states of the region. The lords of these lands would never admit it, but the Ru la Laiothe and their Archon hold most of the region's political and military power. Known for their fairness and valor, the Sons and their father are held in high esteem not only in the Misted Hills, but across the Sheltered Lands.

    The recent death of Alfin of the Star and yesterday's funeral were held with Gwyn present, and an elite squadron of his knights to give the wizard full military honors as he was laid to rest came alongside him.

    Though Alfin rarely socialized with his companions, Gwyn felt he could feel the old man's loneliness and had always sought to make him smile. The death of his old friend would be avenged.

    The Archon of Battle is about to wage war once again.


    Personality

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    At first impression, Gwyn Erduun appears to be a noble, eloquent figure, with a calm and commanding presence. He is cordial and direct and never raises his voice without great provocation. To those who he is familiar with or fond of, however, he drops his regal bearing and reveals his irreverent and adventurous inner self. The more smiles he sees, the happier he is. Those who cross him or those he considers friends quickly learn why he has earned his many bloody names.


    The Misted Hills

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    Covering a great deal of the eastern expanses of the Sheltered Lands, the Misted Hills are known for vast mountains shrouded in cloud, deep forests drenched in rain, crystaline lakes and snowmelt rivers born of frozen summits that flow into the River Baronies. The lowlands of the Hills are dotted with dozens of villages and cities of various sizes, governed mostly by one of eight city-states that often butt heads with one another. Prior to the founding of the Sons of the Sword and their establishment of the Misty Hills as their stomping grounds, these states would often wage petty but bloody war with one another, risking countless lives. The highlands are inhabited by many semi-nomadic tribes of forest folk who often deny the trappings of modern civilization but still engage it in extensive trade.

    Note: The Misted Hills are based on various celtic and norse themes. The Aesir, Vanir, and Tuatha De Danann are all frequently revered here.


    ***********************
    Last edited by Yellow Eyes; 2013-07-16 at 12:07 PM.

  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Aug 2011
    Location
    Everywhere and nowhere
    Gender
    Male

    Default Re: Tiamat-Slaying [PF]

    Hello, all. Thokk_Smash here, named after the battle cry of one of my first barbarian half-orcs. I like ballroom dancing, reading, and hanging out with my friends. I don't like misrepresentation, club dancing, and cheese on anything but grilled cheese. I'll take the color green for Richard.

    Oh, and I was thinking that, seeing as peasants probably don't really have last names, that Richard Hawkings isn't the name his parents gave him; it's one he made up to distance himself further from his past.

    Richard Hawkings
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    Male CN(Leans CG) Human Ranger, Level 20, Init +12, HP 224/224, Speed 30
    AC 36, Touch 23, Flat-footed 28, Fort +22, Ref +29, Will +15, Base Attack Bonus 20/15/10/5
    Adamantium, 11,000 +2 Greatsword 29/24/19/14 (2d6+13, )
    Dragonbane, Seeking +5 Mighty Longbow (+7) (20mithral, 20adama, 20cold iron) 40/35/30/25 (1d8+14, )
    +5 Celestial Armor, Ring of Force Shield (+11 Armor, +2 Shield, +8 Dex, +5 Natural)
    Abilities Str 24, Dex 34, Con 20, Int 14, Wis 18, Cha 12
    Condition None


    Backstory
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    Richard “Rich” Hawkings began as a child in the outskirts of the Sheltered Lands. He was born to a poor family: a mother of five before him, and a down and out father who never seemed to be able to do anything right. His formative years were miserable, spent tilling the fields with his older brothers and scrounging for food in the wild. His brothers never tried to leave, and his father eventually drank himself into a stupor. However, when he told his father he wanted to leave, the man flew into a drunken rage and began to lay into Richard. His brothers looked uncomfortable at the sight, but turned a blind eye.

    At that moment, Richard had to make a choice: submit and waste away in that hellhole, or rebel and set himself free—or die trying. With a cry of anger, he grabbed his father’s arm and bit deep into it. When the man cried in pain and shook him off, Richard took that time to grab a carving knife from the kitchen. Brandishing it, he backed slowly out the door. His father threw filthy expletives after him, saying he’d be back before long. Richard swore he would die before he’d return.

    He very nearly did die, multiple times. Hunger was the main concern, and he learned very quickly the best ways to steal what he needed. He refused to beg for change; he wanted to make his way on his own. One might say that stealing the fruits of others is not exactly doing things on his own, but he’d tell them to shove it up their ass.

    In the early days after he ran away, when the winter was especially cold and brutal, he happened upon an especially warm and comfortable cave. Thanking whatever gods were watching, he tucked in for the night, unaware that the gods that were watching over him were not of the benevolent sort. When he awoke to a burst of pain, he saw above him a white dragon that towered over him. It began to laugh as he squirmed in pain; it gloated that it would take its time and punish the interloper that had dared to intrude into its lair.

    Richard’s mind, foggy with pain, still raced with thoughts and plans of how to escape. He bided his time as the dragon dragged its claw down his chest, carving the rough shape of a dragon’s claw into his chest. As it leaned back to admire its work, Richard desperately lunged for his bow. A mere millisecond after he got off his shot, the dragon’s claw broke his bow and his ribs in one fell swoop. By sheer dumb luck, the force of the blow pushed him toward the entrance of the cave; and miraculously, his wild shot had managed to pierce the dragon’s eye, half-blinding it and giving him a chance to escape. He did so, its shrieks of pain and wrath echoing in his ears.

    Months later, he stumbled on a bandit camp while looking for food. He fought wildly against the five opponents, but was only saved when a curmudgeonly old man fired a few magic missiles into the fray. Between the two of them, they managed to mop up the bandits, and that was the start of a rocky, unlikely partnership.

    Alfin, who would become more famously known as Alfin of the Star, grudgingly let the young man join him on his adventures. Richard idolized the man, and worked thrice as hard to keep up with the older man.

    They traveled together for a few years, lives wholly bland for adventurers…until they became snowed into a quaint little village thirty years ago. There, at the ages of 18 and 59, they joined a miscellany of other adventurers in defending the town from a kobold raid. Rich’s bow broke from the number of arrows he shot and his sword was notched in multiple places, and Alfin had completely exhausted his spells, but they pulled through with the help of adventurers they would come to call close friends.

    In the years that followed, the Snow Brigade (as Rich called them; Alfin thought that was a stupid name, but Richard ignored him) journeyed together. Richard grew to think of them as his new family, and grew fiercely protective of them. Thus, when one of them discovered a dangerous Necromancer plotting to enslave Heuronia, he felt a slight twinge of fear for them. He didn’t want them to face more danger than necessary, but they seemed determined to bring him down.

    So, he did everything in his power to tip the odds in their favor. He studied up on the undead, finding their weaknesses and ways to best defeat them. He went so far as to find and steal the building schematics of the Necromancer’s hideout. That nearly got him killed, but it was worth it when they managed to storm it in full force. It was a tough battle between the half dozen of them and the hordes of undead that the evil man summoned up. Richard’s bow broke once more from the strain, and he felt his sword cut into more rotting flesh in that one day than he had ever before, but he was rewarded with the sight of a magic missile going straight through each of the man’s eye sockets.

    After the defeat of the Necromancer, the Heroes of the Lands (as they came to be called—Richard still privately called them the Snow Brigade to himself and Alfin) gained much fame and renown throughout the Sheltered Lands. The wealthy flocked to them for private protection; towns begged them to help with bandit problems; and the poor silently began to worship them as something more than human, a practice which the rest of the Lands would come to follow.

    Richard didn’t much care about the praise and glory heaped on them; he was just glad that they had survived their latest bout with the supernatural. Life continued on for them, taking jobs (though the jobs were much higher scale than before) and honing their skills. They had a base of operations in the capital city of Alexandria (name subject to DM change, of course) for a little while, and Richard felt contentment with the way things were going.

    That all changed when one of his friends noticed a strange occurrence in a remote region of the Lands. They checked it out, and in doing so discovered another odd occurrence in a different region. In one region, a horde of undead began to walk the earth, even though they had just dispatched the greatest necromancer in the realm; in another region, the third leader in a row had been assassinated within a year of his rule’s beginning; and in a third, it appeared that the local gangs were amassing large amounts of magical artifacts, powerful ones that could together take down armies.

    Taken together, the Heroes of the Land determined that they could not ignore the possibility that these were all related. After a year of investigation, they tracked the strange occurrences down to one source: the being that would forever be known as the Last Menace, a Dracolich of great power. It was the last great battle that the Heroes would fight together for a long time…and what a battle it was. Six Heroes at the apex of their power against a Dracolich with the backing of his unholy army. Spells that split the earth with their passing were unleashed; arrows that felled two or more at a time were loosed; swords whose swings split boulders were swung over and over; and above it all, the insane ramblings of a power-mad lich echoed in the air.

    Richard still has nightmares about that battle that lasted the better part of a day. He still remembers seeing his loyal wolf, Nyla, fall beneath a horde of zombies; he can still smell their stinking breath; he can still feel Alfin’s blood gushing over his hands as he desperately recited a spell to heal him. And that was before they got to the lich itself.

    The lich proved to be a formidable opponent, especially weakened as they were. It took a combination of all of their strengths to defeat it, and it was Richard’s final arrow that managed to destroy its physical form. With the knowledge of Alfin and the other spellcasters in the party, they found and destroyed the lich’s phylactery, forever ending the danger of the Last Menace.

    It came at great cost, of course; Richard was forced to bury his animal companion, and he would have nightmares for years afterward. He only vaguely appreciated the prestige and glory heaped on them for their deed. He excitedly accepted ownership and lordship of the Stranded Woods, however: it was less than a day’s walk from the River Baronies, where Alfin had already accepted a lordship. It was also the perfect place to raise the roc whose egg he had discovered. He accepted subordinates, and now they number in the hundreds, roaming the Stranded Forest and lands adjoining.

    It has been decades since the Snow Brigade last got together, and years since Richard and Alfin last spoke. Richard was growing worried, and his paranoia was rewarded with the corpse of his oldest friend. Now, he refuses to believe that Alfin died a natural death; they had too many enemies for Alfin to just die. Even if he has to kill a god itself, Richard is determined to get his revenge.


    Spoiler
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    Once upon a time, alone save for a crusty old man and strangers he hardly knew, a teenager fought for his life and gained friends that he would come to cherish...that was 30 years ago

    Once upon a time, having grown confident in his power, a young man learned to fear for those other than himself, and realized that he had gained a true family

    That was 25 years ago

    Once upon a time, at the height of his power, a man faced down an unholy monster with his family and gained the everlasting devotion of the people of his homeland

    That was 20 years ago.

    Once upon a time, bereft of personal contact for too long, a veteran tried to contact the man he had come to see as a father, only to be unable to talk to him

    That was six months ago

    Once upon a time, a man who had seen much death saw the corpse of a man whose life he valued above all else, and began to be consumed by an all encompassing anger and desire for revenge

    That was yesterday

    Born of the lowest circle of society and virtually betrayed by his family, Richard Hawkings is a man who is slow to trust and quick to defend those he trusts. Emancipating himself from his family at a young age, he adventured alone for years before finding a man he would come to think of as a true father: Alfin of the Star.

    That was all he truly wanted: a father who accepted him...a family who loved him. Having gained one, and then the other over the course of a quarter decade, Richard felt like the luckiest person in the whole world. He made it a point to talk to everyone at least once a day, to learn as much as he could about them. If they needed to talk he would listen, and if they needed any kind of help then he would aid in whatever way he could.

    So when they went up against increasingly dangerous opponents, Richard came to know what fear for the sake of others was like: he found he hated it, and thus attempted to dissuade his family from fighting first the Necromancer, then the Last Menace. "Let someone else handle it," he said, wanting nothing more than for his family to be safe. A few accused him of cowardice, and Alfin looked at him with disappointment, which stung more than anything. Since they refused, he instead devoted himself to doing whatever he could to ensure his family's safety.

    Through power and some luck, the Necromancer and Last Menace were laid low, and his family remained safe. He accepted the stewardship of the Stranded Forest, a large forest north of Alfin's River Baronies. He did his best to keep in touch with everyone, but he slowly lost touch with everyone but Alfin. And even he became silent over the past few years, holed up in his tower doing who knows what. Richard grew almost sick with concern, but whenever he tried to contact Alfin the older man refused to answer.

    He was a day from just giving up and besieging Alfin's tower when he got the news of his father-figure's death. The news dealt him a heavy blow--he couldn't believe Alfin had just died, without him being able to say just how much the curmudgeonly old man meant to him. And when he saw the claw shape on the old man's chest, his blood ran cold and the skin around his own scar tightened.

    His mind, cloudy with sorrow and despair, cleared a bit, and he saw the future clearly in his mind's eye: the Snow Brigade would band together once more; the deceit surrounding Alfin's death would be revealed; and Richard would have his revenge.

    The Stranded Forest
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    A sprawling, vast landscape of trees, interspersed with rivers and lakes, the Stranded Forest has not been changed much over the past few decades. Richard hadn't wanted to use his power to change it, but to make it into a haven for himself and his followers. He took most anyone who showed an appreciation for the wilderness: rangers, druids, clerics, fighters, rogues, it didn't matter to him. He allowed them in and told them his guidelines: they would act as protectors of the forest, yes, but they would also act as his eyes and ears in the adjoining parts of the Sheltered Lands. Over the past two decades, he amassed thousands of subordinates, and for much of those decades he has sent many of those subordinates out into the world.

    At first, he kept them out of his friends' domains out of respect. However, as the years went by and they lost contact with each other, he sent a few at a time to each one in order to keep himself abreast of their activities. The only place he didn't send his subordinates was Alfin's hometown, much to his great regret.


    Appearance
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    Richard prefers to keep his hood up and face shadowed, so as to be more difficult to pin down in a crowd. With his hood down, one can see his tow-colored hair, self cut to be cropped close to his head. He lacks facial hair; hasn't ever been able to grow it, to his regret. Piercing blue eyes glare out through dark colored goggles. Various nicks and scratches adorn his well-tanned face, including one stretching from his temple into his hair. Similar scars riddle the rest of his body as well, including one shaped like a dragon's claw over his heart. His body is whipcord lean and wiry with muscle; he is strong, but it is obvious that brute strength is not his specialty. Instead, one can see by his easy gait that his fleetness of foot and nimble fingers are his true strength. Several quivers sit on his back, and his bow is almost always kept in his hands, at the ready.


    Personality
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    Having felt betrayed by his own family, Richard does not give trust easily, nor forgive betrayals of trust quickly. To those he does trust, however, he gives of himself fully and openly. In his younger days, his friends considered him like an excitable puppy, going from one person to the next in order to talk and just hang out with. Now, with the temperance of age, he just smiles broadly at friends and practically scowls at strangers. He's kinder to strange animals than he is to strange humanoids. He enjoys physical pursuits that play to his strengths: among his followers, he participates in feats of great acrobatics and races. When he's feeling particularly mischievous, he allows himself to blend into the forest such that not even his most adept followers could find him. And he especially enjoys riding Haar, his roc, in the twilight hours, with the setting sun in the sky.

  4. - Top - End - #4
    Ettin in the Playground
    Join Date
    Oct 2011
    Location
    Canada, Pacific Time
    Gender
    Male

    Default Re: Tiamat-Slaying [PF]

    Glad to have made it in. Here are the reams of information on my character:

    Valyn Arcatus
    King of Varadon, Defender of the Faith

    Speech color: Sienna

    Appearance:
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    A tall and powerfully built man, who (other than his close-cropped white hair) appears about forty when his true age is almost sixty. He is straight backed and broad shouldered, with a proud martial bearing and fair, noble visage. The unquenchable conviction present in his grey eyes and in the way he carries himself, his finely wrought armor worn over the robes of the clergy, and ever-present two handed saber round out the picture.

    It should be mentioned that Valyn's actual nature as an Aasimar is still unknown to him, and presumably to everyone else as well. He can perform great feats of divine power, but he attributes it to his faith alone. If a Celestial is to be counted in his family tree, it is far off and its influence is undetectable in other members of his family.


    Personality:
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    A proud, ambitious man of unbreakable will and an impassioned sense of duty. Though he abhors unnecessary bloodshed, he does tend to favor direct action and speech over more subtle methods. His anger is slower to rouse than it once was, now that he is older and his responsibilities are greater. But whether in his usual mood of calm, cautious optimism, or terrible, righteous fury, either condition proves quite contagious in his nearby allies.

    Though he does not abuse his power in his new station, he could not be called humble, either. He has a tendency to stand on ceremony, except with his closest friends, and believes that he must live up to the ideal of a stoic and regal monarch, to set an example for his subjects. He insists on fastidiousness, from keeping the streets swept and clear of graffiti right down to his own impeccable table manners. And he is fond of grandiose displays, having decked out his whole rule with banners, architecture, and other trappings of patriotic and martial pride. His critics often point this out as a sign of vanity and inflated ego.

    He takes his faith very seriously, and it has served him in good stead, just as he has served his Deity with earnest devotion. Valyn has a way with words, and is good at persuading others to his point of view, but he feels awkward and uncomfortable proselytizing except by example. He will give great speeches if called upon, but he believes it presumptuous of him to put words in the Deity's mouth, or to exhort others to action in the Deity's name. The title of Prophet was offered to Valyn on assumption of kingship but he turned it down - The Deity guides and empowers Valyn, but has never spoken to him directly or made His will explicitly known.


    Background:
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    Valyn had a comfortable and uneventful upbringing in his native land of Varadon, as the younger of two sons born to a respected family in the capital. Many members of his family held positions in the clergy of the dominant local religion, which served the god known only as the Deity (whose name was said to be incomprehensible to mere mortals), and young Valyn decided that he would follow suit.

    It was not to last; Varadon was invaded by a ragtag coalition of hinterland tribes when Valyn was seventeen. None could imagine why or how such disparate races as Orcs, Goblins, and Kobolds might make common cause, but the situation was desperate enough that conscription was enacted. Valyn soon found himself standing in a line with a hundred other frightened youths, peering out at the baying hordes from underneath an improvised helmet, and struggling to hold level the pike that had been hastily thrust into his hands.

    By the war's end six years later, Valyn was a hardened veteran who had proven himself an effective leader of his infantry section. He might have become a career military officer, had he not been so imprudent as to denounce the military's highborn leadership for the incompetence and politicking that had needlessly protracted the war.

    To escape the embarrassed nobles, and for the sake of his family, Valyn departed the land of his birth and for five years wandered the Sheltered Lands as a hired sword. One fateful night, huddling in the tavern of a snowed-in village, he found himself once again battle against kobold raiders, fighting alongside whoever else had chanced to be passing through at the time. The group soon became firm friends, and the tales of their heroic exploits are far too long to repeat here.

    It is worth mentioning however, that it was during the Companions' adventures that Valyn became aware of his power and destiny. Despite having his monastic training cut short, he had always kept the faith, and chalked up his unlikely survival to divine intercession. His faith was further reinforced by his experience, until the Companions fought the Necromancer, and Valyn's divine spark was revealed for all to see. Through the decades his power grew, and his reputation spread. His faith girded his mind against the horrors spat forth by the Last Menace, and it provided the tools with which the abomination was finally struck down.

    That task complete, Valyn slowly bade his comrades farewell, to return to Varadon after fifteen years in exile. The kingdom had changed much in the intervening time, with corruption as well as more obvious evil having taken over its streets. The machinations of the Last Menace were still in effect in this land, and Valyn had his work cut out for him. The chronicle of the next decade is recorded elsewhere and is a lengthy tale in its own right. Valyn rallied the citizens to overthrow their wicked rulers, and was awarded the Crown and named Defender of the Faith by the re-emergent and awestruck priesthood. Varadon was rebuilt to be stronger than ever, and aspired to surpass its former glory with its newfound and robust faith.


    Domain: The Kingdom of Varadon
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    An expansive realm encompassing forested foothills in its western heartland, and heavily cultivated temperate plains to the east, with the Drakeclaw Mountains forming its southern and western bounds. The Varan people are a proud folk that value order and pride, and in the last decade, a newly resurgent Faith brings new energy to its otherwise weary limbs. In just two generations, they have come through war, tyranny, and madness, and most of its people simply want to live their lives in quiet contentment.

    The rumblings of discontent are faint, but still exist - Much of the nobility and intelligentsia are critical of the new King Valyn's consolidation of power in the Crown. The King has not (yet) abused the extensive powers he has secured for himself, but will he maintain his integrity for the rest of his rule? And what of his successor? The King has been known to have consorts, but at fifty-eight years of age he has not yet named a Queen, let alone borne an heir.

    History
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    Forty years ago, a bitter war was fought against a coalition of the Orc, Goblin, and Kobold tribes that had previously been driven before the expanding Kingdom. The loss was grievous for both sides, but whatever madness had animated the hinterland tribes had utterly spent them. Following the war and the vengeful "punitive raids" that came after, the tribes have been all but exterminated from the region.

    The old taboos against arcane magic had been lifted as a war measure, and the newly freed magi did make a tremendous contribution to the victory and rebuilding. In the years following the war, however, the Wizards and their cronies seized all political power, as their non-magical rivals could not possibly have hoped to compete. The populace lived in permanent fear of their arrogant and capricious new rulers, who could (and often did) select one of them for vile experiment or unholy sacrifice on a whim. and The priesthood of the Kingdom's dominant religion, known as the Varan Faith (in Varadon, simply the Faith) spoke out against this turn of events, but were quickly suppressed and driven underground.

    The return of the exiled hero Valyn Arcatus was the turning point; he took charge of the nascent resistance movement and over the next decade, the people of Varadon liberated their homeland. Despite Valyn's constant urging of restraint and mercy, the wrathful citizenry took bitter revenge on any mage they could get their hands on. Pogroms against magi, suspected magi, and those who collaborated with magi, were a regular and ugly occurrence until order was fully restored. To this day in Varadon, arcane magic and its practitioners are rigorously monitored. The penalties for practicing proscribed magics (such as necromancy) are swift and harsh.

    Under the leadership of King Valyn, Varadon now stands once again as an example of a peaceful and well-ordered society. The Kingdom in its new grandeur has finally begun to attract foreign commerce back to its frontiers, and something like prosperity is beginning to return. Reforms to its civic and legal system, codified into law for all time, ensure its citizens enjoy freedom, justice, and representation unheard of in the realm's history. The old feudal system has given way to central government from the capital, a contentious move that has much of the nobility in an uproar.

    Varadon maintains a small, but well-trained and equipped professional army answering directly to the Crown; this too has been met with harsh criticism as an undisguised power grab. Fortifications along the borders have been strengthened, and each region is responsible for maintaining its own militia for local defense, or for mustering into the army in times of war.

    Last edited by Athaleon; 2013-07-16 at 12:10 PM.

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    Default Re: Tiamat-Slaying [PF]

    Hello, I'm aetherialDawn.
    I am finally living the dream of playing a dragon and an arcane full-caster at the same time.
    I suppose I'll adopt the same template as everyone else!

    Tobias Lehren
    Traveling Scholar, The Red Dragon of Ilya

    Likes: Being one step ahead, traveling in luxury, birds-eye views of forests and rivers.
    Dislikes: Standing still, admitting to close friendships, clerics, emotional responsibility.
    Speech: Red!

    Appearance
    Art to come, someday.

    Spoiler
    Show
    A flame-haired, red-eyed youth in appearance, Tobias appears more like a twenty-year-old now than he ever did when he was actually twenty - until one looks at his eyes. Even with nothing else showing of his draconic heritage, his eyes have a piercing, feline quality to them. The impossible strength bound into his body hardly shows at all up until the moment he actually tears aside a stone wall.

    He has his own Arcane Mark tattooed in glowing ink on the back of his left hand, and generally transforms his clothing to suit current fashions which please him when appearing in public. He generally keeps his goggles for flight visible regardless, and wearing similar goggles has become something of a fad among mages capable of flight spells, at least in Ilya.


    Personality

    Spoiler
    Show
    Normally, Tobias is casually friendly and open while maintaining emotional distance for anything deeper than that. Alfin's death has affected him more deeply than he cares to admit, and he can't hide that he never expected Alfin to be so close, or that he wants something to lash out at for the pain he never asked for.

    He has a great respect for travel and for cleverness.


    Backstory

    Tobias is a late-comer to the party who has always pretended to be less integrated into the group than he really has been, preserving his 'independence' even though he's proven that he's willing to trust his comrades at his side while facing down a continent-conquering Dracolich.
    Spoiler
    Show
    Tobias is the seventh only child in a row of his bloodline, which descends from the joining of a red dragon and a great painter (and cutthroat politician) Kannir il'Kannir, in marriage. In him, the bloodline awakened more brightly than it did even for Kannir's single daughter - but as magic and cunning, rather than the pure strength that iron-fisted warlord received.

    In his youth, he was kidnapped from his parents by a cult seeking to render his power unstable and ritually sacrifice him - such that his death would leave a crater where once was a city. Tobias managed to escape, but in a sense, the damage was done; what in another life might have been a slow development of magical talent by enlightenment and intuition was instead a battle to keep from being torn apart by power not yet meant for his hands.

    He went on the run, trying to keep his talent in check and find some way to yet master it, and trying to evade his inevitable pursuers, who were even less willing to tolerate the insult of their loss than they were to tolerate the loss of their human weapon. During his own travels, he ran into those who would become the heroes of the Sheltered Lands and was forced to work alongside them by a kobold raid. He passed on as he always did, but enjoyed the experience.

    In time, he met them several times more - always staying for a while as long as there was enough movement, but eventually leaving. After some years of this, and being saved from his pursuers by the heroes he was unconsciously beginning to count his friends, he decided that he would rather be in the company of those he enjoyed being near - and who were strong enough to help protect him - than to simply flee from his pursuers forever. He had, by observation and ever-deepening understanding of his power, begun to bind it and even bind its magic into himself - becoming more and more a dragon physically even as his magic was tamed and made to do as he wished rather than only being held back from desctruction.

    By the time he aided in slaying a foul necromancer to rescue a nation, he was only 'the new one' but a full member of the party.
    By the time the Last Menace was finally put down by sword, spell, and tricks, he was simply Tobias, one of the group and no less so than any other, having finally put his past as much behind him as he could for the good of the Lands and from trust of his allies that he felt, even if he did not wish to admit it.

    Since slaying the Last Menace, Tobias has continued to study his power, and taken the opportunity to travel. He has a gift for languages, and so has seen more of the Sheltered Lands. He has successfully found his parents, who are proud to have a hero for their child but perhaps less personally loving of Tobias than of Tobias as a Hero of the Lands. He visits them, and the local graveyard where his grandparents were buried, out of respect - but feels uncomfortable about the relationship between himself and his only blood family.


    Domain
    Ilya, the City of Silver

    A mining-town in a fun location turned cultural engine and economic empire inspired in no small part by Ankh-Morpork. Ruled by gnomes who have to constantly prove themselves worthy to/attempt to discourage evil in Drow merchants (as cut-throat as the assassins.)
    Spoiler
    Show
    Tobias - who until then had expected to wander the Sheltered Lands indefinitely - instead pursued his possibly-friend, possibly-lover Seren to Ilya. Once a mining town with a rich silver mine, even the very stones of the older parts of the city have a faint sheen of low-quality silver. The mine in long-exhausted now, but its wealth fueled the city's growth into a trade hub. The city still retains its name, now for the coins that pass through its streets in trade. Ilya remains a trade hub despite its somewhat unwieldy location up and down the walls of a canyon because it has a feature nearly unique to it: At the very bottom of the canyon, the mines once filled with silver connect to one of the higher parts of the Underdark.

    The city had, until Tobias arrived, always received its contact with the Underdark as a mixed blessing - the drow and duergar, most common of the visitors, brought the city more than a third of its trade, for much of the strange, magical, or simply valuable things that the Underdark and the surface world have to trade each other pass through Ilya at one point or another. However, while the city has never quite left the hands of its gnomish rulers, there are many among the drow especially who believe that the passage to the surface should belong to them. Their assassins became nearly-tradition, an ever-escalating arms race between knives and bodyguards.

    By this time, however, that has been essentially stopped. Seren, thief or not, prefers gnomish rulers to the drow, and with Tobias at his side has been able to track down assassin after assassin and stop them early - the Court of Thieves that hides in the middle walls of the canyon has become practically a second police force for the city thanks to its zeal in stamping out less-honorable competition. There is an unspoken agreement with the city guard: So long as the Court keeps down assassins and those thieves that do not share their peculiar sense of honor and love of challengeas well as wealth, the guard will not consider it worthwhile to try too hard in finding the location of the Court itself.

    There is also one other peculiar effect of Tobias' residency in the city. Many of the old libraries of the city have become re-invigorated with new life, for the neighborhoods know that a new book that interests Tobias can attract his time - and that being host to one of the Heroes of the Lands for a time draws many people in, people who will spend money in the local area and repay their costs of books many-fold.
    Last edited by aetherialDawn; 2013-07-16 at 08:54 PM.
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    Quote Originally Posted by Fortuna
    Sufficiently advanced paranoia is indistinguishable from complacency.

    Avatar by me - sketch of Skywing.
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    Default Re: Tiamat-Slaying [PF]

    Sorry it's late, here's my guy.

    Karaz Goldtusk

    Appearance
    Spoiler
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    For a half orc, he's rather short, extremely skinny, and an oddly pale shade of green. His left tusk is broken off, and his right tusk is leafed with gold. He has several facial scars, but underneath his clothes his body is covered in scars, in a pattern reminiscent of an autopsy.


    Personality
    Spoiler
    Show
    Karaz is grim and quiet, with an extremely dark sense of humor.


    Backstory
    Spoiler
    Show
    Karaz was born to an orc tribe from a human slave, and suffered as a child. He was small and weak, terrible traits for a creature living with such brutal creatures, was beaten regularly, and scavenged for scraps to live off of. The shaman saw him as a quick witted creature while he was still young, and took him in as an apprentice. His life did not get any better, for the shaman was as cruel as any other orc and much more inventive. While an adolescent, Karaz murdered the shaman and fled from the Shattered Steppes into human lands.

    Life among humans was not easy, but the mistrust and prejudice of his mother's people was far preferable to his childhood. He was able to get odd jobs to survive and grow, and in one town, he was able to work for an alchemist. Karaz was more skilled and knowledgeable than his master, who worked him as hard as he could and kept the lion's share of the profits for himself. For Karaz though, life was easy and he worked on what he enjoyed. When the village was snowed in and under siege, Karaz joined an unlikely band of misfits led by Alfin to defend the place, and left with them for further adventure.

    The adventures of the party are too numerous to describe here, and along the way Karaz grew in knowledge and ability. He studied what ever was available, disturbingly and clandestinely vivisecting himself regularly to understand living creatures, relying on healing extracts and abilities to survive the repeated process. Mentally, he was scarred from his childhood, and sought to understand the source and nature of evil and cruelty. He discarded the idea of evil as innate, seeing as despite prejudice against him for his orc blood he was regarded as a hero, and decided it was more of an affliction to be cured. He succeeded somewhat midway during his adventuring career, developing an extract that could temporarily cure evil that he would pass off as some sort of mind control to make captured enemies more cooperative, but was not able to figure out how to make it permanent until after defeating the Last Menace. He retired from adventuring to return to the Shattered Steppes and carve out his own kingdom with personal power and morally dubious brain washing. The monstrous people of the steppes were decimated, being an easily manipulated catspaw for the Last Menace, and Karaz was able to establish himself in the power vacuum.

    Over the years, he has not left the steppes, and while he eagerly welcomes his old friends, has fallen out of touch. The main exception is with Alfin. While they have not seen each other, they've corresponded in letters to play chess and discuss research and philosophy. The latest eagerly awaited letter arrived unexpectedly early, with dire news, and Karaz has finally taken a break from his duties to attend the funeral.


    The Shattered Steppes
    Spoiler
    Show
    The shattered steppes are a large region of broken plains past the frontier of human lands, primarily occupied by orcs along with other monstrous creatures such ogres and trolls along with many great and fierce beasts. It is a harsh and ugly area, and its inhabitants more so.

    Karaz has set himself up as a warlord in the area near the human frontier, and has founded a growing settlement, Karazdan. With a college of alchemy he heads and other resources from the area, it is wealthy and trades with human lands, attracting settlers from human lands as well as monstrous settlers from deeper in the Shattered Steppes. It is not idyllic, but it offers hope for a future, a hope that is secretly derived from Karaz's grand discovery.

    While Karaz was powerful enough on his own to take control of an orc tribe, he used his alignment changing extract on the leaders to make it more civilized to help in founding Karazdan. He still uses the extract to brainwash malcontents in the settlement, and will use it on captured leaders from other tribes or on captured monsters such as giants, ogres, or trolls. Further, he uses his other skills to give human level intelligence to captured beasts such as cave bears or great tigers, welcoming them as citizens to help defend Karazdan. Nothing can possibly go wrong, and as Karaz has never tried his own extract, certain that it would do nothing to him, he is certain his actions are right. If he tried it, things would be interesting.


    Formulae - just ask, and the alchemist shall brew it up for you folks. My summoned beasties are great, and everyone can be a pokemaster with me around.
    Spoiler
    Show
    1st
    polypurpose panacea, see alignment, shield, touch of the sea, endure elements, disguise self, ant haul, anticipate peril
    - cure light wounds, comprehend languages
    +deathwatch, summon nature's ally 1, summon monster 1

    2nd
    alchemical allocation, barkskin, cure moderate wounds
    - invisibility, levitate, perceive cues, resist energy, lesser restoration, see invisibility, vomit swarm, bull's strength
    +anthromorphic animal, summon nature's ally 2, summon monster 2

    3rd
    amplify elixir, cure serious wounds, displacement
    - elemental aura, fly, heroism, protection from energy, tongues
    +awaken, baleful polymorph, summon nature's ally 4, summon monster 4

    4th
    death ward, cure critical wounds, dragon's breath
    - freedom of movement, greater invisibility, neutralize poison, restoration, spell immunity
    +summon nature's ally 5, summon monster 5

    5th
    delayed consumption, overland flight, planar adaptation
    -monstrous physique 3, undead anatomy 2
    +regenerate, summon nature's ally 7, summon monster 7

    6th
    giant form 1, heal, monstrous physique 4, wind walk, twin form
    -true seeing, undead anatomy 3, transformation
    +summon nature's ally 9, summon monster 9
    Last edited by HandofCrom; 2013-07-17 at 01:17 PM.

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    Default Re: Tiamat-Slaying [PF]

    Ah, splendid. We are all gathered. Unfortunately, it is late here, and I am striving to recover my sleep cycle, so the IC will have to wait for tomorrow.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by aetherialDawn View Post
    Hello, I'm aetherialDawn.
    I am finally living the dream of playing a dragon and an arcane full-caster at the same time.
    I suppose I'll adopt the same template as everyone else!

    Tobias Lehren
    Traveling Scholar, The Red Dragon of Ilya

    Likes: Being one step ahead, traveling in luxury, birds-eye views of forests and rivers.
    Dislikes: Standing still, admitting to close friendships, clerics, emotional responsibility.
    Speech: Red!

    Appearance
    Art to come, someday.

    Spoiler
    Show
    A flame-haired, red-eyed youth in appearance, Tobias appears more like a twenty-year-old now than he ever did when he was actually twenty - until one looks at his eyes. Even with nothing else showing of his draconic heritage, his eyes have a piercing, feline quality to them. The impossible strength bound into his body hardly shows at all up until the moment he actually tears aside a stone wall.

    He has his own Arcane Mark tattooed in glowing ink on the back of his left hand, and generally transforms his clothing to suit current fashions which please him when appearing in public. He generally keeps his goggles for flight visible regardless, and wearing similar goggles has become something of a fad among mages capable of flight spells, at least in Ilya.


    Personality

    Spoiler
    Show
    Normally, Tobias is casually friendly and open while maintaining emotional distance for anything deeper than that. Alfin's death has affected him more deeply than he cares to admit, and he can't hide that he never expected Alfin to be so close, or that he wants something to lash out at for the pain he never asked for.

    He has a great respect for travel and for cleverness.


    Backstory

    Tobias is a late-comer to the party who has always pretended to be less integrated into the group than he really has been, preserving his 'independence' even though he's proven that he's willing to trust his comrades at his side while facing down a continent-conquering Dracolich.
    Spoiler
    Show
    Tobias is the seventh only child in a row of his bloodline, which descends from the joining of a red dragon and a great painter (and cutthroat politician) Kannir il'Kannir, in marriage. In him, the bloodline awakened more brightly than it did even for Kannir's single daughter - but as magic and cunning, rather than the pure strength that iron-fisted warlord received.

    In his youth, he was kidnapped from his parents by a cult seeking to render his power unstable and ritually sacrifice him - such that his death would leave a crater where once was a city. Tobias managed to escape, but in a sense, the damage was done; what in another life might have been a slow development of magical talent by enlightenment and intuition was instead a battle to keep from being torn apart by power not yet meant for his hands.

    He went on the run, trying to keep his talent in check and find some way to yet master it, and trying to evade his inevitable pursuers, who were even less willing to tolerate the insult of their loss than they were to tolerate the loss of their human weapon. During his own travels, he ran into those who would become the heroes of the Sheltered Lands and was forced to work alongside them by a kobold raid. He passed on as he always did, but enjoyed the experience.

    In time, he met them several times more - always staying for a while as long as there was enough movement, but eventually leaving. After some years of this, and being saved from his pursuers by the heroes he was unconsciously beginning to count his friends, he decided that he would rather be in the company of those he enjoyed being near - and who were strong enough to help protect him - than to simply flee from his pursuers forever. He had, by observation and ever-deepening understanding of his power, begun to bind it and even bind its magic into himself - becoming more and more a dragon physically even as his magic was tamed and made to do as he wished rather than only being held back from desctruction.

    By the time he aided in slaying a foul necromancer to rescue a nation, he was only 'the new one' but a full member of the party.
    By the time the Last Menace was finally put down by sword, spell, and tricks, he was simply Tobias, one of the group and no less so than any other, having finally put his past as much behind him as he could for the good of the Lands and from trust of his allies that he felt, even if he did not wish to admit it.

    Since slaying the Last Menace, Tobias has continued to study his power, and taken the opportunity to travel. He has a gift for languages, and so has seen more of the Sheltered Lands. He has successfully found his parents, who are proud to have a hero for their child but perhaps less personally loving of Tobias than of Tobias as a Hero of the Lands. He visits them, and the local graveyard where his grandparents were buried, out of respect - but feels uncomfortable about the relationship between himself and his only blood family.


    Domain
    Ilya, the City of Silver

    A mining-town in a fun location turned cultural engine and economic empire inspired in no small part by Ankh-Morpork. Ruled by gnomes who have to constantly prove themselves worthy to/attempt to discourage evil in Drow merchants (as cut-throat as the assassins.)
    Spoiler
    Show
    Tobias - who until then had expected to wander the Sheltered Lands indefinitely - instead pursued his possibly-friend, possibly-lover Seren to Ilya. Once a mining town with a rich silver mine, even the very stones of the older parts of the city have a faint sheen of low-quality silver. The mine in long-exhausted now, but its wealth fueled the city's growth into a trade hub. The city still retains its name, now for the coins that pass through its streets in trade. Ilya remains a trade hub despite its somewhat unwieldy location up and down the walls of a canyon because it has a feature nearly unique to it: At the very bottom of the canyon, the mines once filled with silver connect to one of the higher parts of the Underdark.

    The city had, until Tobias arrived, always received its contact with the Underdark as a mixed blessing - the drow and duergar, most common of the visitors, brought the city more than a third of its trade, for much of the strange, magical, or simply valuable things that the Underdark and the surface world have to trade each other pass through Ilya at one point or another. However, while the city has never quite left the hands of its gnomish rulers, there are many among the drow especially who believe that the passage to the surface should belong to them. Their assassins became nearly-tradition, an ever-escalating arms race between knives and bodyguards.

    By this time, however, that has been essentially stopped. Seren, thief or not, prefers gnomish rulers to the drow, and with Tobias at his side has been able to track down assassin after assassin and stop them early - the Court of Thieves that hides in the middle walls of the canyon has become practically a second police force for the city thanks to its zeal in stamping out less-honorable competition. There is an unspoken agreement with the city guard: So long as the Court keeps down assassins and those thieves that do not share their peculiar sense of honor and love of challengeas well as wealth, the guard will not consider it worthwhile to try too hard in finding the location of the Court itself.

    There is also one other peculiar effect of Tobias' residency in the city. Many of the old libraries of the city have become re-invigorated with new life, for the neighborhoods know that a new book that interests Tobias can attract his time - and that being host to one of the Heroes of the Lands for a time draws many people in, people who will spend money in the local area and repay their costs of books many-fold.
    I think I have to point out that you don't gain the benefits of advancing your arcane bloodline with the dragon disciple PRC. Dragon disciple was developed before the crossblooded option for sorcerers was introduced, so the rules are a bit ambiguous on that front; however, I believe the spirit of the rules is that you only advance your draconic bloodline abilities.

    You also have too many spells known; you only get 1 9th level spell since you are an 18th level caster and have the 1 fewer spells known at each level, even with the human favored class feature.
    Last edited by Yellow Eyes; 2013-07-17 at 09:05 AM.

  9. - Top - End - #9
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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by Yellow Eyes View Post
    I think I have to point out that you don't gain the benefits of advancing your arcane bloodline with the dragon disciple PRC. Dragon disciple was developed before the crossblooded option for sorcerers was introduced, so the rules are a bit ambiguous on that front; however, I believe the spirit of the rules is that you only advance your draconic bloodline abilities.

    You also have too many spells known; you only get 1 9th level spell since you are an 18th level caster and have the 1 fewer spells known at each level, even with the human favored class feature.
    I spent some time combing the internet about Dragon Disciple (although I could still be wrong! I just did actually check my work.) and it apparently advanced even Eldritch Heritage feat derived bloodline abilities (So if I had, something from an Eldritch Heritage feat that scaled with level, I would get to be higher-level for that.) I was not aware of the timeline on Crossblooded and D.Disciple, though, so my information is clearly not absolutely complete. I'll look into it.

    As for spells known: I actually have only my Bloodline Spell (Wish) which is automatic, and two from my Grimoire (which is in absolutely all ways a staff but happens to be book-shaped for coolness purposes.) I have spells known as an 18th-level sorcerer, plus the results of the specific levels I was able to take Human Favored Class spells. I'm using a VERY VERY large staff to get my huge number of spells known, and I paid every gp for it (which was painful but totally worth it even if I lose the staff; it taught me a lot about which spells I value having, and which I only like to have on an item.)
    Spoiler: Quotes Collection
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    Quote Originally Posted by Kazyan View Post
    I think we can pack it up and move to a different thread. aetherialDawn has won this one.
    Quote Originally Posted by Fortuna
    Sufficiently advanced paranoia is indistinguishable from complacency.

    Avatar by me - sketch of Skywing.
    Exalted: Scriptures of the Castes PM me suggestions!

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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by aetherialDawn View Post
    I spent some time combing the internet about Dragon Disciple (although I could still be wrong! I just did actually check my work.) and it apparently advanced even Eldritch Heritage feat derived bloodline abilities (So if I had, something from an Eldritch Heritage feat that scaled with level, I would get to be higher-level for that.) I was not aware of the timeline on Crossblooded and D.Disciple, though, so my information is clearly not absolutely complete. I'll look into it.

    As for spells known: I actually have only my Bloodline Spell (Wish) which is automatic, and two from my Grimoire (which is in absolutely all ways a staff but happens to be book-shaped for coolness purposes.) I have spells known as an 18th-level sorcerer, plus the results of the specific levels I was able to take Human Favored Class spells. I'm using a VERY VERY large staff to get my huge number of spells known, and I paid every gp for it (which was painful but totally worth it even if I lose the staff; it taught me a lot about which spells I value having, and which I only like to have on an item.)
    That sounds ridiculous, but I'll take your word for it. I didn't know you could make staves like that.

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    Default Re: Tiamat-Slaying [PF]

    Given that Tobias is the only full-caster in the party - or at least the only person with access to ninth level spells - I hereby rule that Dragon Disciple only advances the draconic bloodline.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: Tiamat-Slaying [PF]

    HandofCrom, what kind of things can your formulae do? I'm unfamiliar with the Alchemist class, so now's as good a time as any to get familiar with a teammate's powers, haha

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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by Thokk_Smash View Post
    HandofCrom, what kind of things can your formulae do? I'm unfamiliar with the Alchemist class, so now's as good a time as any to get familiar with a teammate's powers, haha
    Rather than casting spells, I use my spell slots to brew infusions that emulate the effects of spells. These infusions go inert after a day, so I can't save them up. Anyone can use the infusion and get the effect of them. You can request the buffs you would like and I'll brew it up for you, and then you can use it during a fight. I could give everyone a summon monster IX infusion, and we spend the first round of a fight summoning 5 astral devas, one each. I could brew up infusions of monstrous physique or giant form for our head crackers so they can get the benefits of those spells.

    Basically, if you want a buff to apply to yourself, let me know and I'll use my spell slots to brew it up for you to use. Some of these buffs are normally caster only, so giving them to our head crackers could be quite gnarly.

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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by HandofCrom View Post
    Rather than casting spells, I use my spell slots to brew infusions that emulate the effects of spells. These infusions go inert after a day, so I can't save them up. Anyone can use the infusion and get the effect of them. You can request the buffs you would like and I'll brew it up for you, and then you can use it during a fight. I could give everyone a summon monster IX infusion, and we spend the first round of a fight summoning 5 astral devas, one each. I could brew up infusions of monstrous physique or giant form for our head crackers so they can get the benefits of those spells.

    Basically, if you want a buff to apply to yourself, let me know and I'll use my spell slots to brew it up for you to use. Some of these buffs are normally caster only, so giving them to our head crackers could be quite gnarly.
    You mad genius, you.

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    Default Re: Tiamat-Slaying [PF]

    My sheet is about 60% reconfigured for the Crossblooded/D.Disciple ruling.

    Stuff I'm losing: Mostly several fourth level utility spells, and Contingency. Also, Silent Spell, Still Spell, and the ability to pour RAW ARCANE MIGHT into magical objects to make them work longer, and Spellbane (until I craft it back.)
    Stuff I'm gaining: Supernatural Immunity to Fire regardless of my form, slightly higher numbers on some things, a Portable Hole, Lunge and Arcane Strike, 20 skill points from +2 Int (Some skills I was also able to drop one point from while retaining key numbers thanks to the Int; I put most of the points into Disable Device and a few into Autohypnosis.)

    I am very slightly less of a utility caster (although Craft Wondrous Device means I can still do that _really well_) and very slightly more of a draconic engine of teleporting melee fury. Although oddly enough, I should now never ever be a fire-based dragon if I can avoid it, since I'd have overlapping immunities.
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    Orc in the Playground
     
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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by Yellow Eyes View Post
    You mad genius, you.
    Step right up, the archon of battle is one drink away from being a large giant, a huge monstrous humanoid, or a huge corporeal undead (for 20 minutes).

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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by HandofCrom View Post
    Step right up, the archon of battle is one drink away from being a large giant, a huge monstrous humanoid, or a huge corporeal undead (for 20 minutes).
    Why no sir, we've never met before! I've never heard of "Goldtusk's Glorious Gigantification Gulp" either!
    Last edited by Yellow Eyes; 2013-07-18 at 04:16 AM.

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    Default Re: Tiamat-Slaying [PF]

    ...I'm really sorry, folks, but it's taken me long enough to get this ball rolling that I don't think I'll be able to. The semester begins Monday, and that's going to take a lot of my energies - and since I can barely muster the energy to do this now, I don't think it's plausible that I can do this for the next four months of study.

    I'm sorry again.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  19. - Top - End - #19
    Firbolg in the Playground
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    Default Re: Tiamat-Slaying [PF]

    Well, I can't say I'm not disappointed; I was really into the setting and my character. But it's totally understandable. RL always comes first. Best of luck with your studies.

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    Default Re: Tiamat-Slaying [PF]

    Wuuuugh.

    I guess I shall wish you luck. Dangit.

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    Default Re: Tiamat-Slaying [PF]

    Well... Darn.

    I did learn a lot about fun pathfinder tricks, so it's not all bad!
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    Quote Originally Posted by Kazyan View Post
    I think we can pack it up and move to a different thread. aetherialDawn has won this one.
    Quote Originally Posted by Fortuna
    Sufficiently advanced paranoia is indistinguishable from complacency.

    Avatar by me - sketch of Skywing.
    Exalted: Scriptures of the Castes PM me suggestions!

  22. - Top - End - #22
    Firbolg in the Playground
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    Default Re: Tiamat-Slaying [PF]

    I mean, we have the characters, and a setting; do you guys think it's worth it to try and hunt down another potential GM?

  23. - Top - End - #23
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    Default Re: Tiamat-Slaying [PF]

    I'm willing to make the attempt.

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    Default Re: Tiamat-Slaying [PF]

    Depending on how the semester goes, and on how much luck you guys have with finding a DM, I may be able to run this later, after things settle down a bit.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  25. - Top - End - #25
    Firbolg in the Playground
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    Default Re: Tiamat-Slaying [PF]

    Hand, Aetherial, Athelon, are you guys good with finding another GM? If so, I'll make a post in the "Seeking DM" thread.

  26. - Top - End - #26
    Ettin in the Playground
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    Default Re: Tiamat-Slaying [PF]

    I'm all right with it. If Random_person wants to DM later on I'd be happy to make a new character.

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    Orc in the Playground
     
    MindFlayer

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    Default Re: Tiamat-Slaying [PF]

    I'm okay with it.

  28. - Top - End - #28
    Ettin in the Playground
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    Default Re: Tiamat-Slaying [PF]

    In fact, let's just start another thread looking for an epic-level Pathfinder game, and leave this game, its setting, and our characters on the shelf for now. I'll start a recruitment thread later tonight. Meanwhile, I'll stay subscribed.
    Last edited by Athaleon; 2013-07-19 at 12:45 AM.

  29. - Top - End - #29
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    Default Re: Tiamat-Slaying [PF]

    Quote Originally Posted by Athaleon View Post
    In fact, let's just start another thread looking for an epic-level Pathfinder game, and leave this game, its setting, and our characters on the shelf for now. I'll start a recruitment thread later tonight. Meanwhile, I'll stay subscribed.
    That's probably for the best. I hope we figure something out, cuz I was pumped for this.

  30. - Top - End - #30
    Ettin in the Playground
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    Default Re: Tiamat-Slaying [PF]

    Actually, I'll just put a post in the Looking for GM thread, because (presumably) we aren't looking for any more players.

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