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Other Realms => Role Play Theater => Topic started by: Shifting Sands on July 14, 2012, 02:19:23 PM

Title: DUNGEONEERS, ASSEMBLE!
Post by: Shifting Sands on July 14, 2012, 02:19:23 PM
So, DnD thing starting here which apparently I'm DMing! So talk to me to get in, etc., can be through here or through chat or whatever! Just get involved!

Peoples:
Jonas
Dea(ThSpagetti)
Trask
Draykin

I want a party of 4, and it will be in Pathfinder!
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Selden on July 14, 2012, 02:22:36 PM
Have fun!
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: PrincessToyTime on July 14, 2012, 02:44:33 PM
I'll wait until the other people have decided on class, etc.  Then I'll try to make a character to fill in whatever hole turns up. |;)

Um... I might do that too, I will probably play a versatile set-up, or a support character class.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Jonas on July 14, 2012, 03:10:41 PM
I'll me a Magus (Skirmir archetype), so I'll be tanky mage with magic shield-bashing powers!
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: DeaThspagetti on July 14, 2012, 07:53:10 PM
Im a Human Cleric with the archtype merciful healer!
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Draykin on July 15, 2012, 08:13:23 AM
I shall be a Magus, Bladebound archetype. More details later after I figure this stuff out.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: PrincessToyTime on July 15, 2012, 01:24:30 PM
I shall go with Summoner! using the Synthesist archetype! [:)
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: DeaThspagetti on July 15, 2012, 01:27:15 PM
Ok so here is my Character!
Name:Flaria Flameborn     Class:Cleric    Archtype:Merciful Healer      Size:Medium    Alignment:Chaotic good    Diety: None (explained in background)        Exp:i2235

Ability Scores  Modifier  
Strength:        8      -1
Constitution: 13     +1
Wisdom:        20     +5
Charisma:      12     +0
Dexterity:       10     +0
Intelligence:  13      +1



Defenses     Total Score  Bonuses
Armor Class:      13            
Fortitude:           11         +3 to saves
Will:                    15         +3 to saves
Reflex:                11
HP:                     11
Unique:                n/a       +1 saves to all allies within 30 ft

Equipment Quantity Weight Cost Equiped?
Morningstar  1        6lbs     8gp     X
RosewoodArmour 1 15lbs  50gp   X
ArmoredKilt    1        10lbs  20gp   X
Holy Symbol    1       1lbs    10gp   X
[Trask]WaterSkins(Full) 3   12lbs   9gp    
[Trask]Trail Rations  10       10lbs   5gp
Gold: 351
[u[Skills[/u]       Ranks    Score
appraise(int)     0             1
craft(int)            0             1
diplomacy(cha)  0             0
Heal (wis)          2             12
Arcana (int)       0             1
History (int)       1             4
nobility (int)       0             1
Planes (int)        0             1
Religion (int)      0             1
Linguistics (int)  0             1
Profession (wis) 1             8
SenseMotive(wis)1            8
Spellcraft (int)     0             1

Feats
Combat Medic
Defiant Luck
Inexplicable Luck

Traits
Faithful Feedback
Quick Learner

Skills
to much to list so ill link it :P
http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric
I only currently have 0 and 1.

Background
Flaria was born into a magical family. She was grown into sorcery and was originaly a sorcerer. However she had no control over the magical energies she summoned. The head of the family got a order from the gods. The order was to eliminate an enemy cult. Flaria was sent off to this mission. At the time she was seven. The head of the Flameborn family and several elders stayed behind. Flaria  some how got separated when the fight started. Three grown men were approaching her with there daggers drawn.
Flaria couldn't manage to get any magic out and curled up in a ball in a corner and prayed. She prayed and prayed and prayed. Something answered her. Flames were unleashed with no controll whipping out at every direction. Flaria was unconscious, with a cloak of flames surrounding her. When she  finally woke up she realized everyone was dead. She cried for hours Questioning what she had done. She was then found by traveling adventurers weeks later. Malnourished and emotionally unstable, the adventurers decided to leave her. Except for one. An Elven Cleric named Aora. Aora nursed Flaria back to full health. Flaria, amazed by the clerics power to heal becomes her apprentice. When she was told that she would use a deities' power, she refused. Aora shrugs and says "Well if you wont take on a deity at least have a strong cause that you want to follow." Fiora thinks carefully than yells dramatically and completely unnecessarily " No one deserves to die!" Years later Aora dies of old age. Fiora takes Aora's elven symbol and uses it as her holy symbol. It is an ivory necklace shaped like a leaf.she then sets off on an adventure of her own helping any and all...
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Jonas on July 17, 2012, 11:26:02 AM
Here's my sheet for now. All the statistical info is correct but everything else will be fleshed out a little later. Note that I imagine the rabbitfolk/rabbits to be percieved similar to halflings, as the two share many similarities (and height).

Background:

Tanner Wright has been working in the town guard for twenty-two years, and been captain for the past five. The townsfolk have long since gotten use to his gruff demanor, but there is always a traveller or two that thinks they can muscle their way out of legal troubles. After all, how tough can the guard be if their captain is a bunny? That kind of thinking usually results in a shield bash to the face and a long night in a cell.

His years of keeping the piece have made Tanner a sort of minor historian, with the ability to recall a crime or public gossip that mirrors almost any event. He believes in the tried-and-true, and is extremely cautious when it comes to new ideas or change. This mindset is what drew his eye to Xardyu, a relatively new recruit. Although Tanner and Xardyu share similar magic styles and they got along well, he was always cautious of the fox's untempered curiousity.

After the tome incident, Tanner's gaze became more focused on Xardyu's endeavors and strained their relationship. He considers Xardyu to be overly eager and risky, and has been taking lengths to limit his access to confiscated magic items and impose safety restrictions on proposed rituals. So far their relationship remains amicable, if tense, but Tanner is hoping it will blow over in time.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Draykin on July 18, 2012, 01:13:40 AM
Third to post, woo!
Name: Xardyu Ideyn
Class: Magus
Level: 2 (3085/5000)
Archetype: Bladebound
Languages: Common, Sylvan
Race: Kitsune
Size: Medium (5ft 6in, 175lb)
Alignment: Chaotic Neutral
Money: 365gp

Racial Traits: ( http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune For list)
Agile (Ex)
Change Shape (Su)
Kitsune Magic (Ex/Sp)
Natural Weapons (Ex)
Low-Light Vision

Feats:
 Magical Tail (Kitsune)  (http://www.d20pfsrd.com/feats/arg-feats/magical-tail-kitsune)

Traits:
Bully (http://www.d20pfsrd.com/traits/social-traits/bully)
Theoretical Magician (http://www.d20pfsrd.com/traits/magic-traits/theoretical-magician)

Ability Scores      Modifier
STR: 12                +1
CON: 14                +2
DEX: 17                +3
INT: 15                 +2
WIS: 14                +2
CHA: 13                +1

Defense       Total       Bonus
HP:               15
BAB:              +1
FORT:            12           +3 to saves
Reflex            12
AC:                15
WILL:            12           +3 to saves

Inventory               Quantity            Weight            Cost          Equiped?
Wooden Armor (http://www.d20pfsrd.com/equipment---final/armor/wooden)            1                   25lb               20gp             X
Sword Cane (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/swordcane)                 1                    4lb                45gp             X
Mask, Battle (http://www.d20pfsrd.com/equipment---final/goods-and-services/clothing-accessories#TOC-Mask-Battle)                 1                    2lb                50gp             X
Vest, Barbed (http://www.d20pfsrd.com/equipment---final/goods-and-services/clothing-accessories#TOC-Barbed-Vest)                1                    4lb                10gp             X
Travel's Outfit (http://www.d20pfsrd.com/equipment---final/goods-and-services/clothing-accessories#TOC-Traveler-s-Outfit)              1                    5lb          1gp (Free-Start)   X
Waterskin (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Waterskin) (FULL)          3                    20lb               5gp              
Rations, Trail (http://www.d20pfsrd.com/equipment---final/goods-and-services/food-drink-lodging#TOC-Rations-trail-per-day-)               10                    10lb               5gp

Skills                            Rank          Bonus            Trait bonus
Climb (STR) (http://www.d20pfsrd.com/skills/climb)                     1              +1
Craft (INT) (http://www.d20pfsrd.com/skills/craft)                       0              +2
Fly (DEX) (http://www.d20pfsrd.com/skills/fly)                         0              +1
Intimidate (CHA) (http://www.d20pfsrd.com/skills/intimidate)               2              +1             +1
Arcana (INT) (http://www.d20pfsrd.com/skills/knowledge)                     2              +2
Dungoneering (INT) (http://www.d20pfsrd.com/skills/knowledge)           0              +2
Planes (INT) (http://www.d20pfsrd.com/skills/knowledge)                      1              +2
Profession (WIS) (http://www.d20pfsrd.com/skills/profession)               0              +2
Ride (DEX) (http://www.d20pfsrd.com/skills/ride)                        0              +1
Spellcraft (INT) (http://www.d20pfsrd.com/skills/spellcraft)                  2              +2              +2
Swim (STR) (http://www.d20pfsrd.com/skills/swim)                       0              +1
Use Magic Device (CHA) (http://www.d20pfsrd.com/skills/use-magic-device)      0              +1          

Spells
-Magus Spell List- (http://www.d20pfsrd.com/magic/spell-lists-and-domains/magus-spell-list)
All Lvl0 Cantrips
Burning Hands (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands)
Chill Touch (http://www.d20pfsrd.com/magic/all-spells/c/chill-touch)
Jump (http://www.d20pfsrd.com/magic/all-spells/j/jump)
Mirror Strike (http://www.d20pfsrd.com/magic/all-spells/m/mirror-strike)
True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike)
Weaponwand (http://www.d20pfsrd.com/magic/all-spells/w/weaponwand)
Warding Weapon (http://www.d20pfsrd.com/magic/all-spells/w/warding-weapon)

Background
Xardyu was born in a small village in a remote forest, where magic is highly regarded as a tool of society and magic users are as commonplace as coin in a market. He was a curious fellow from the very day he first encountered magic, a simple spell to create light. He would study the formula to produce such a magical effect for hours on end, busying himself with theories and ideas of how exactly magic worked. This curiosity, however, lead to him never having too much of a social life, which in turn let him grow up without ever learning proper social skills. It is because of this that he tends to come off as rude, or intimidating at times.

When Xardyu finally came of age, he bid farewell to his home to set off to find better places, and others who would share his interests in magic with him. However, this never really came to be, and he ended up dead broke three days later outside the town of (Do not know a name for this town. I apologize.). Seeking any source of income he could, Xardyu joined up with the local guard as a magic consultant and part-time... well... guard.

It was during his service in the guard that Xardyu met Tanner, a rabbit who shared at least a semi-knack for magic. It didn't take long for the two to be well thought of by each other.

One night, on the third year of Xardyu's service in the guard, a cultist was brought in under suspicion of attempting unholy rituals. His only possessions besides the shirt on his back was an iron-locked tome. Xardyu's natural curiosity was peaked, and he stated that he needed to examine this tome for anything that might prove useful. Tanner lead a counter against this, however, and the tome was not given to the kitsune. This however, would not stop him.

His mind would not let him be at ease until he knew what was in that book. Late during the night, Xardyu crept into the chambers where the tome was held, and took it for his own examinations, not waiting for any long than it took him to leave the room to pry open the lock and check the contents. He was met by a power unlike any he had experienced before, and it overwhelmed him. It was rendered unconscious moments later.

The next morning, Xardyu awoke to find Tanner glaring daggers into him, his mouth speaking words of scorn. It took him only moments to realize he had been caught, and a few more to realize he had obtained a second tail. He theorized that the power he had felt was a gift, proving that he was right to handle the tome, and he left it at that. Ever after this incident, he has thought of Tanner as being maybe just a little too cautious.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: PrincessToyTime on July 19, 2012, 07:00:29 PM
Name: Ymir Ecasa
Class: Summoner
Archetype: Synthesist

Race: Kitsune
Size: Medium (5ft 2in, 135lbs)
Alignment: Chaotic Good

Experience: 2685 / 5000

Racial Traits: (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune) <- See here.
Agile (Ex)
Change Shape (Su)
Kitsune Magic (Ex/Sp)
Natural Weapons (Ex)
Low-Light Vision

Feats:
Magical Tail (Kitsune)

Ability Scores:   Modifer:                        
STR 8                    -1                                
DEX 16                 +3                              
CON 10                  0                                
INT 18                  +4                                
WIS 18                 +4                              
CHA 17                 +3                              

HP: 13
Fortitude:  10
Reflex:       13    +3 bonus from Dex modifier.
Will:           17    +4 bonus from Wis Modifier, and +3 from class modifier.
AC: 16                 Base 10, +2 from Leather Armor Equipped, +4 from INT modifier.

Skills:                                       Rank(s):                    Bonus:
Craft (Int)                                    1                                +4
Fly (Dex)                                      3                                +3
Handle Animal (Cha)                    1                                +3
Knowledge (Arcana) (Int)            4                                +4
Linguistics (Int)                            2                                +4
Profession (Wis)                           0                                +4
Ride (Dex)                                    0                                +3
Spellcraft (int)                               1                                +4
Use Magic Device (Cha)                0                                +3

Possessions:         Quantity:            Weight:
Traveler's Outfit           1                       5lb
Scarf, Pocketed            1                      1/2lb
Leather Armor              1                      15lbs
Rations, Trail               14               14lbs(1lb each)
Waterskin (Full)            1                       4lbs  
Backpack, Standard      1                       2lbs
Dagger                          1                       1lbs
(Rations, Trail)              10                     10lbs
(Waterskin (Full))           3                      4lbs
Spellbook (Standard)     1                      3lbs
Spear+1                         1                      6lbs

Spells and Cantrips:
http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---summoner

Languages known:
Common
Sylvan
Draconic
Celestial

Traits:
Rich Parents (900 GP starter money)
Two-World Magic (Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells).)

Money: 1045 GP
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Shifting Sands on July 24, 2012, 09:09:45 AM
Alright! Now that we're (mostly) done (some people still need to get their two traits!), we need to find out how we're going to run this. Through Skype, the forums, in the RP theater of chat, which? Just respond when you can and contribute your opinion!

I think that the theater or Skype would be easiest, simply because a lot can be accomplished in short bursts that may not happen AS often as the forums, and because it feels more... personal |:P
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Jonas on July 25, 2012, 09:30:38 AM
Skype's cool with me. Just lemme know how to download it and I'll grab it.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Draykin on July 25, 2012, 09:35:29 AM
I'm fine with Skype. That is as long as it isn't dumb and lags out.
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Shifting Sands on July 25, 2012, 03:12:04 PM
http://skype.com/intl/en-us/home Just get Skype here, that's all |:P
Title: Re: DUNGEONEERS, ASSEMBLE!
Post by: Jonas on July 26, 2012, 09:08:23 AM
Not sure if this is important, but I'll be out of touch over the weekend.