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Pathfinder D&D eastern setting (OOC/closed)

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Jormengand
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Posts: 8414
Founded: May 22, 2010
Ex-Nation

Pathfinder D&D eastern setting (OOC/closed)

Postby Jormengand » Sun Sep 23, 2012 2:18 pm

Right ladies and gentlemen, boys and girls, stallions and mares, and all other people who these categories don't include, time for D&D!

One thing I've noticed about pathfinder D&D is that no-one ever uses the eastern settings. This is a bit of a pity, as everyone loves samurai. Everyone. Loves. Samurai.

With that in mind, there is an eastern setting in play. This means Katanas, Wakizashis, and the slightly more boring armour selections are all in. With regards to normal weapons, be sensible. Clubs are in, longswords are too obviously eastern.

With regards to classes, again be sensible. Obviously samurai and ninjas are in, and sorcerers and the like are still allowed. Druids have their origin in the west and so cannot be chosen, but fighters are a fairly universal concept. Psionics are allowed if you really want to, but I'd prefer it if you didn't.

Can we try to keep vaguely standard party meta in place (In place of fighter/rogue/sorcerer/cleric, maybe samurai/ninja/sorcerer/priest?)

A few things:

1.What level are we starting at?
I'm thinking sixth. This will allow our characters to be fairly interesting, but not stupidly powerful.
2. Who's the DM?
Me. Unless someone has a really amazing plotline which would fit amazingly with the setting, which I'm down with. I want to make a two-heavens using samurai anyway.
3. Um, Pathfinder? The what?
Hi there.
4. How active must I be.
Very. I expect people to be able to post almost every day. This may be a high expectation, but such is play-by-post.
5. Any plot?
Oh, that comes in a minute, but I couldn't have you making your characters to deal with the plot. Suffice to say, you're all warriors of some sort in service of the perfectly respectable Daimyo Takeron Kasakara. Then, shit goes down.
6. How are our ability scores determined?
Epic fantasy (25-point) point-buy.
7. Are you a nice enough guy to provide us with an app?

Why yes I am:
(Name), (Race), (N)th level (Class) (And other classes)
Favoured Class: (Class) (N)HP, (N) SP
Str (Value) (Modifier)
Con (Value) (Modifier)
Dex (Value) (Modifier)
Int (Value) (Modifier)
Wis (Value) (Modifier)
Cha (Value) (Modifier)
HP:
BAB: , CMB: , CMD:
(Weapon): +(N) to hit, (N) damage, (N) Crit x(N)
AC: , Touch: , FF:
Saves: Fort: , Ref: , Will:
Initiative:

Carrying capacity: (N)/(N)/(N)
Speed: (N)ft

Skills:
(Skill): (Score) [(Score after ACP)] <(Skill points put in)>


Feats:
(Feat) (Brief description)

Traits:
(Trait) (Brief description)

Age:
Height:
Weight:


Equipment:
(Armour): AC (N), Max DEX +(N), ACP (N) SPD (N) WHT (N)lb
(Weapon): (N)lb
(Item): Brief description of effect
(Money)


8. But I have other questions!
Ask away, my friend, ask away.

Accepted list:
Hamste wrote:
Shinga, Oread, 6th level monk
Favoured Class: Monk (0)HP, (6) SP
Str 16 (+2 from race) (+3)
Con 12 (+1)
Dex 13 (+1 )
Int 13 (+1)
Wis (20) (+2 from race bonus) (+5)
Cha 5 (-2 from race) (-2)
HP: 32
BAB:4 , CMB:+7 , CMD: 20
+2 corrosive quarter staff: +6 to hit, 1d6+6 damage +1d6 acid damage, 18,19,20 (+2 from specilization) Crit x2
Unarmed: +4 to hit, 1d8+4 damage, 18,19,20 (+2 from specilization) Crit x2
AC:12 , Touch: 12 , FF: 10
Saves: Fort: +5 , Ref: +5, Will: +5
Initiative: +1
Languages: Common, Under common

Carrying capacity: 0-86/87-173/174-260 (+1 strength bonus from masterwork backpack)
Speed: 30ft(taking into account bonus)

Skills:
(Skill): (Score) [(Score after ACP)] <(Skill points put in)>
Stealth: (10) [10] 10 points
Perception: (10) [10] 10 points in
Climb: (5) [5] 5 points in
Swim: (5) [5] 5 points in
Acrobatics:(10) [10]10 points
Escape Artist: (5) [5] 5 points in

Feats:
(Feat) (Brief description)
Improved unarmed strike (all monks get this at first level, you can do lethal or non-lethal damage at your choice without penalty and you don't provoke attacks of opportunity from it.)
Stunning fist (Automatically get this, I can choose to make 1 attack stun or fatigue an opponent (it increases the higher level I am))
Flurry of blows (automatically get this, I can make more unarmed and monk weapon attacks)
Evasion (automatic, If I succeed in reflex save against a AOE effect I stop all damage instead of half.)
Still mind (automatic, +2 saving bonus against enchantment effects.)
Maneuver training (automatic, can use level instead of BAB for CMB)
Fast Movement (automatic, increase speed +10 feet at this level)
Ki pool (automatic, 8 points of ki, can increase speed +20, do one more punch at maximum bonus, +4 bonus to ac fo one round, punches count as magic weapons for one turn.)
Slow fall (automatic, can slow a fall as if the fall was 30 feet less)
High Jump (automatic, +level to all acrobatic checks made for jump, by spending one ki add 20 to acrobatic checks made for jump.)
Purity of body (automatic, immune to all diseases, including magic and supernatural diseases.)
Deflect arrows (can deflect an arrow or thrown weapons so that it does not hurt you.)
Improved disarm (You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.)
Combat reflexes (You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.)
Traits:
(Trait) (Brief description)
Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Oreads are outsiders with the native subtype.
Slow Oreads have a base speed of 20 feet
Oreads have acid resistance 5
Oread can use magic stone 1/day
Darkvision, see perfectly in the dark up to 60 feet
Stone blood, They gain fast healing 2 when exsposed to acid. They can Heal two his points per level per day in this way. (note it does not have to bypass my acid resistance or immunity for this to take effect.)

Age: 68 years
Height: 4 foot 6 inches
Weight: 189 lbs


Equipment:Corrosive +2 Quarter staff (10 000 gp)
(Weapon): 4lbs
(Item): Lamp Celestial 2lb 300gp (Heatless and never goes out, if it has holy water added to it's light becomes sanctified), Bag of tricks 3400gp, doesn't give a weight (can pull out animals from it, you need this table for it: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-tricks, Backpack masterwork 4lbs 50gp (treats my carrying capacity as if I had +1 strength), 40 pounds of trail rations 2gp (40 days worth of food.), Water skin 1gp 4lbs, 5 flesh gem spikes 250 gp 25 lbs(They are implanted on his knees, elbows and in the center of his chest), 100 flesh gems 100 gp (They are implanted all over his body), 96 bottles of acid (watered down) 160 gp 96 lbs, Bag of minor holding 1000 gp 3lbs (holds 50 lbs of items), Ioun Torch 75gp (floats around me and has a continual flame spell cast on it, it keeps my hands free), Rope silk 50 ft 10 gp 5 lbs, Net fishing 4gp 5 lbs, Bear trap 2gp 10 lbs, Tent Hanging 20 gp 15 lbs, Donkey 8 gp, Saddle Pack 5gp, Bit & Bridle 2gp, 100 pounds of Animal feed 5sp

Money= 72pp 10 gp 30sp
My guy is carrying Lamp celestial 2lb, Bag of tricks, Backpack masterwork 4lb, the flesh gems (of course they are implanted :P) 25 lbs, 10 Bottles of acid 10 lbs, a bag of holding 3 lbs (with 25 bottles of acid packaged in a proper way so as to not break.), Ioun torch, 20 pounds of rations and silk rope, waterskin 4lbs and my money, Corrosive +2 quarterstaff 4 lbs
77 lbs of weight (not sure how much 72 pp, 10 gp and 30 sp weigh)

Everything else is on the donkey ( I am not sure how much they can carry)
227 lbs


Back story:
Shinga was found as baby floating down a river in a small boat. The monks found him and took him in despite his odd appearance. They found out quickly that he excelled at being at being a monk and at managing buisnesses even if he wasn't the most charming person. At the somewhat young age of 68 he became the head manager of animal training and breeding. Under his leadership the animal department became one of the most useful and prestigous section of the monkhood. Even the Daimyo buys his animals from the monks. Even while he succeeded as a manager he succeeded as a monk becoming well known for his combat skills and fighting techniques with in the monastery.
Factbook of Firstaria wrote:
Dan Issun
Male Human Bard 6
Chaotic Good
Representing Firstaria
Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 20 (+5)

Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Dark Brown Straight; Beardless
Skin: Light
Total Hit Points: 28

Speed: 30 feet

Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]

Touch AC: 14
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 5 = 5 [base]
Attack (handheld): + 6 = 4 [base] + 2 [strength]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 6 = 4 [base] + 2 [strength]
Combat Maneuver Defense: + 20 = 10 + 4 [base] + 2 [strength] + 4 [dexterity]

Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.

Languages: Celestial, Common, Elven.

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Alertness +2 on perception and sense motive
Athletic +1 on climb and swim
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate

Acrobatics Dex* 10 = +4+3 +3 [class skill]
Appraise Int 5 = +1+ 1+ 3 [class skill]
Bluff Cha 14 = +5+ 4+ 3 [class skill] + 2 [persuasive]
Climb Str* 9 = +2+ 2+ 3 [class skill] + 2 [athletic]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 12 = +5+ 4 + 3 [class skill]
Disguise Cha 13 = +5+ 3 + 3 [class skill] +2 [deceitful]
Escape Artist Dex* 9 = +4+ 2 + 3 [class skill]
Fly Dex* 4 = +4
Heal Wis 0 = +0
Intimidate Cha 14 = +5+ 4 + 3 [class skill] + 2 [persuasive]
Knowledge (arcana) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (dungeoneering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (engineering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (geography) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (history) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (local) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge] + 3 [bardic knowledge]
Knowledge (nature) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (nobility) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (planes) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (religion) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Linguistics Int 5 = +1+ 1 + 3 [class skill]
Perception Wis 7 = +0+ 2 + 3 [class skill] + 2 [alertness]
Perform_1 Cha 11 = +5+ 3 + 3 [class skill]
Perform_2 Cha 10 = +5+2 + 3 [class skill]
Perform_3 Cha 9 = +5+ 1 + 3 [class skill]
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 5 = +0+ 2+ 3 [class skill]
Ride Dex* 4 = +4
Sense Motive Wis 9 = +0+ 4 + 3 [class skill] + 2 [alertness]
Sleight of Hand Dex* 9 = +4+ 2 + 3 [class skill]
Stealth Dex* 10 = +4+ 3 + 3 [class skill]
Spellcraft Int 5 = +1+ 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 8 = +2+ 1 + 3 [class skill] + 2 [athletic]
Use Magic Device Cha 11 = +5+ 3 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 1 ranks in Linguistics.

Zero-level Bard spells: Unlimited casting of cantrips known

First-level Bard spells: 6 (4 + 2) per day

Second-level Bard spells: 4 (3 + 1) per day

Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bard
Bardic Knowledge

Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.

Cantrips

Can know only limited numbers of spells

High charisma gains bonus spells daily

Countersong

Distraction

Fascination

Inspire Courage +1

Versatile Performance (Level 2) -- String instruments

Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general

Inspire Competence +2 (Level 3)

Inspire Competence +4 (Level 11)

Inspire Competence +5 (Level 15)

Inspire Competence +6 (Level 19)

Mass Suggestion (Level 18)

Inspire Courage +2 (Level 5)

Lore Master 1/day (Level 5)

Lore Master 2/day (Level 11)

Suggestion (Level 6)

Versatile Performance (Level 6) -- Wind instruments

Inspire Competence +3 (Level 7)

Dirge of Doom (Level 8 )

Inspire Greatness (Level 9)

Versatile Performance (Level 10) -- Act

Jack of All Trades (Level 10)

Soothing Performance (Level 12)

Frightening Tune (Level 14)

Versatile Performance (Level 14) -- Sing

Inspire Heroics (Level 15)

Lore Master 3/day (Level 17)

Versatile Performance (Level 18) -- Dance

Deadly Performance (Level 20)

Concentration check: d20 + bard level + charisma modifier vs. DC

Class HP rolled
Level 1: Bard 8
Level 2: Bard 2
Level 3: Bard 1
Level 4: Bard 3 + 1 to dexterity
Level 5: Bard 1
Level 6: Bard 1

Daniel De Simon's Equipment:

Weapons / Armor / Shield (from above) 28 lb
Crossbow bolts (quiver of 10) x20 20 lb
Throwing daggers x10 10 lb
Backpack (Masterwork; +1 Str on carrying) 2 lb
Grappling hook 4 lb
Ink vial 1 lb
Ink pen 1 lb
Drawing book 1 lb
Spyglass 1 lb
Disguise kit 8 lb
Harp of Charming 5 lb
Pipes of Haunting 3 lb
Spell component pouch 2 lb
Bread 5 lb
Flask (with 1 pint of fresh water) 1 lb

Total 90 lb

Gold: 1400 GP

More about Dan Issun:
Dan is a bard who likes to travel around with groups he meets to learn about stories and find inspiration. He wanted once to be an hero, but he discovered to not be fit and usually he follows others in their adventures, and tries to use intelligence to came out of dire situations. He jokingly claims to want to be the second best swordsman in the world. At those who ask why second, he said that he met a bard who is the best, and he doesn't believe that man can be defeated.
Khytenna wrote:
Nao Ji

Male Half-Elf Rogue 6
Chaotic Neutral
Representing Khytenna

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 8 (-1)
Charisma 12 (+1)
Size: Medium
Height: 5' 11"
Weight: 150 lb
Eyes: Amber
Hair: Red Straight; Beardless
Skin: Light
Total Hit Points: 44

Speed: 30 feet

Armor Class: 17 = 10 + 4 [studded] + 3 [dexterity]

Touch AC: 13
Flat-footed: 16 [uncanny dodge]
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 10 = 5 [base] + 3 [dexterity] + 2 [lightning reflexes]
Will save: + 1 = 2 [base] -1 [wisdom]
Attack (handheld): + 4 = 4 [base]
Weapon Finesse: + 7 = 4 [base] + 3 [dexterity]
Attack (missile): + 7 = 4 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 4 [base]
Combat Maneuver Defense: + 17 = 10 + 4 [base] + 3 [dexterity]

Light load:33 lb. or less
Medium load:34-66 lb.
Heavy load:67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.


Languages: Common Dwarven Elven Orc Gnome

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Light Crossbow + 2 [1d8 +2, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

40 fire bolts (1d4 for fire damage)
50 bolts
2 bolts drow poisoned ( DC 13 Fortitude save or become affected by drow poison)
Flaming Rapier +4 [2d6 +4 , crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor +1 [light; + 4 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Lightning Reflexes
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Skill Focus (Stealth)
Weapon Finesse

Acrobatics Dex* 11 = +3+ 5 + 3 [class skill]
Appraise Int 6 = +1+ 2 + 3 [class skill]
Bluff Cha 8 = +1 + 4 + 3 [class skill]
Climb Str* 4 = +0+ 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 9 = +1+ 3 + 3 [class skill] + 2 [half-elf]
Disable Device Dex 4 = +1+ 1 + 3 [class skill]
Disguise Cha 7 = +1+ 3 + 3 [class skill]
Escape Artist Dex* 11 = +3 + 5 + 3 [class skill]
Fly Dex* 4 = +3+ 1
Heal Wis -1 = -1
Intimidate Cha 1 = +1
Knowledge (local) Int 7 = +1+ 3 + 3 [class skill]
Linguistics Int 7 = +1+ 3 + 3 [class skill]
Perception Wis 6 = -1+ 3 + 3 [class skill] + 1 [half-elf]
Ride Dex* 7 = +3+ 4
Sense Motive Wis 6 = -1+ 4 + 3 [class skill]
Sleight of Hand Dex* 11 = +3+ 5 + 3 [class skill]
Stealth Dex* 15 = +3+ 6+ 3 [class skill] + 3 [skill focus]
Survival Wis -1 = -1
Swim Str** 4 = +0 + 1+ 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 3 ranks in Linguistics.

Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf

This half-elf chose +2 to charisma (already included)
Immune to magical sleep

Allowed two favored classes. Here I am assuming it is the first two favored classes.

Take a skill focus as a bonus feat at level 1

+ 2 racial bonus on saves vs. enchantments

Low-light vision

+ 1 racial bonus on perception checks

+ 2 racial bonus on diplomacy and gather information checks

Rogue
Sneak Attack +3d6

Trapfinding -- add half of rogue level to find traps, minimum +1

Evasion (level 2) -- no damage on a successful reflex save

Rogue talents:

Fast stelth; This ability allows a rogue to move at full speed using the Stealth skill without penalty.
surprise Attack : During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Bleeding Attack: Cause opponents damaged by your sneak attack to bleed


Trap sense (level 3) -- armor class and reflex bonuses against traps

Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible

Improved Uncanny Dodge (level 8) -- cannot be flanked

Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.

Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 6
Level 3: Rogue 2
Level 4: Rogue 6 + 1 to dexterity
Level 5: Rogue 1
Level 6: Rogue 3

Nao Hawk's Equipment:

27 lbWeapons / Armor / Shield (from above)
5 lb Crossbow bolts (quiver of 10) x5
4 lb Backpack master work
5 lb Bedroll
Flint and steel
1lbTool, Masterwork
4 lb Grappling hook
1 lb Tools, Thieves', Masterwork
15lb Rations (15 days)
0.5lb Shaving Kit
0.5lb Compass
6lb Explorer's Outfit
Rope (spider's silk)
Waterskin
Total 79 lb

gold: 3871

Silver: 5

More about Nao Ji:
Nao is a traveller, keeps to himself always trying to get the best for himself first.
Thisbia wrote:
Sachiko Akiyama, (H), 6th level Shugenja
Favoured Class: Cleric (6)HP, (0) SP

Str (12) (+1)
Con (13) (+1)
Dex (13) (+1)
Int (13) (+1)
Wis (19) (+4)
Cha (16) (+3)
HP: 36
BAB:+5 , CMB:+5 , CMD: +16

Weapons:
katana +7; 1d10; 19–20/×2
wakizashi +5, 1d6; 19-20/x2

AC: 14 , Touch: 11 , FF: 13
Saves: Fort: +6 , Ref: +3 , Will: +9
Initiative: +5

Carrying capacity: 43 lb. or less; 44–86 lb.; 87–130 lb.
Speed: 30 feet (6 squares)

Languages: Common; Draconic

Skills:
Diplomacy Cha - 10 =+3 + 4;+ 3 [class skill]
Heal Wis 13 =+4 +6; + 3 [class skill]
Knowledge (arcana) Int 5 =+1 + 1; + 3 [class skill]
Knowledge (history) Int 5 =+1 + 1; + 3 [class skill]
Knowledge (religion) Int 7 =+1 + 3; + 3 [class skill]
Linguistics Int 7 =+1 + 3; + 3 [class skill]
Profession Wis 10 =+4+ 3; + 3 [class skill]
Spellcraft Int 7 =+1 + 3; + 3 [class skill]

Feats:
Improved Counterspell: Use spell of same schol to counterspell
Improved Initiative: +4
Catch Off Guard: No penalties for improvised melee weapons
Turn Undead: Positive energy can make undead flee

Traits:
Spellcasting: A Shukenja uses hir Charisma modifier to cast spells. Additionally, the Shukenja takes spell failure from armour as though xe were an arcane spellcaster. However, the Shujenka need not prepare hir spells in advance.
Proficiency: The Shukenja is not proficient in any armour, but is instead proficient in the katana and wakizashi.
Elemental domains: Air and Fire.

Spontaneous casting -- trade prepared spells for curative spells
Channels positive energy (6x/day)
High charisma gains bonus spells daily
Fire clergy can shoot flames, and at 6th level develop fire resistance
Concentration check: d20 + cleric level + wisdom modifier vs. DC

Spells:
Zero-level Cleric spells: 4 can be selected per day, unlimited casting
Bleed Cause a stabilized creature to resume dying.
Light Object shines like a torch.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Create Water Creates 2 gallons/level of pure water.

First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Air Bubble Creates a small pocket of air around your head or an object.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Obscuring Mist Fog surrounds you.
Sun Metal Cause a melee weapon to erupt in flames, dealing extra damage.

Second-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Admonishing Ray You fire one nonlethal force ray plus 1 additional ray for every 4 levels (max 3 rays). Each ray deals 4d6 points nonlethal dmg.
Ancestral Communion You contact your ancestors to bolster your own knowledge.
Augury Learns whether an action will be good or bad.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).

Third-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Sacred Bond Cast touch healing spells from a distance.
Symbol of Healing Triggered rune heals living creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.

Age: 21
Height: 5'7"
Weight: 135 lbs


Equipment:
Hide armor [medium; + 3 AC; max dex + 4; check penalty -3 25 lb.]
katana: 5 lbs
Dungeoneering Kit 15 gp 25 lbs. PSFG
This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, 2 sacks, 2 torches, and 4 tindertwigs.

Healer's Kit 50 gp 1 lb. CRB
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Map Making Kit 10 gp 2 lbs. CRB
This small kit contains a simple slate with a grid carved into its surface and a number of different colored pieces of chalk. Anyone using this kit to draw a map as they travel receives a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Whistle, signal 8 sp —
Pouch, Belt 1 gp 1/2 lb
Backpack, common 2 gp 2 lbs
Waterskin 1 gp 4 lbs
Holy Symbol, silver 25 gp 1 lb.
Holy Text 10 gp 3 lbs.
Holy Water (1 flask) 25 gp 1 lb.
Driftwood Icon 25 gp
Hallowed chalice 200 gp 2 lbs.
Iron Eye 50 gp 1 lb.
Just Scale 50 gp 1 lb.
Meditation crystal 100 gp 1 lb.
Sanctified rings (pair) 5 gp
Teaching staff 75 gp 5 lbs.
Winged Fetish 50 gp
Journal, (blank) 10 gp 1 lb.
Pathfinder Chronicle 50 gp 1 lb.
Ink (1 oz. in a vial) 8 gp —
Ink, Ghost 25 gp —/20
Ink, glowing (vial) 5 gp —
Ink, invisible (good) 25 gp —
Ink, invisible (superior) 75 gp —
Inkpen 1 sp
Paper (1 sheet) 4 sp —
Paper, rice (1 sheet) 5 cp —
Parchment (1 sheet) 2 sp —
Stationery 1 gp
Case, map or scroll 1 gp 1/2 lb.
Sealing wax 1 gp 1 lb.
Perfume, common 30 gp/30 dose
Perfume, exotic (1 dose)100 gp —
Bag, waterproof 5 sp 1/2 lb.
Dice, loaded (superior) 50 gp —
Blanket, common 2 sp 1 lb
Compass 10 gp 1/2 lb.
Board game (mancala) 10 gp 2 lbs.
Marker Dye 15 gp 1 lb.
Whistle, Cave 20 gp —
Linen 4 gp
Silk 10 gp
Rations, Trail (per day) 5 sp 1 lb
Cat, (Osirion Wise-Eye) 6 gp 8 lbs.
Feed (per day) 5 cp 10 lbs.
Donkey or Mule 8 gp 600 lbs.
68.5 lbs

8000 gp - for enchantment on katana - giving +2

Money:
6,839 gp 4 sp 0 cp
Last edited by Jormengand on Wed Oct 03, 2012 9:24 am, edited 7 times in total.
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Jormengand
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Postby Jormengand » Sun Sep 23, 2012 2:51 pm

Shadyrya wrote:SO MUCH INFO

Just make me a male Drow ninja. :P

Okay, cool. You have 25 points to spend on abilities, using Table: ability score costs. (It doesn't transfer great, but whatever.)
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

If you want a ninja, you'll need high dexterity and intelligence, and decent constitution. You can neglect strength, wisdom and charisma a little bit.

With that in mind, where do you want to put your points?
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Shadyrya
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Postby Shadyrya » Sun Sep 23, 2012 3:12 pm

*doesn't understand*

Intelligence...constitution....dexterity...?
Shad :)

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Hamste
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Postby Hamste » Sun Sep 23, 2012 3:27 pm

I want to sign up but I do't have enough time to write up a 5 hour long app at the moment. If it is still open in a week I might sign up but that is probably unlikely.
Can you imagine a world without hypothetical situtations?

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Postby Jormengand » Sun Sep 23, 2012 3:52 pm

Shadyrya wrote:*doesn't understand*

Intelligence...constitution....dexterity...?

Read this.
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Postby Jormengand » Sun Sep 23, 2012 3:53 pm

Hamste wrote:I want to sign up but I do't have enough time to write up a 5 hour long app at the moment. If it is still open in a week I might sign up but that is probably unlikely.

That's fine, it's not getting much interest right now anyway.
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Jolleus
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Postby Jolleus » Sun Sep 23, 2012 6:12 pm

I wanna sign up, but... Pathfinder? The what?

In other words, is this thread friendly to someone who's been playing AD&D, 2nd edition his whole life and has limited (read: practically no) time for learning a new ruleset?

EDIT: Y'know what, nevermind. The good thing about NS RP'ing is that it's free-form. Throwing in die-rolls and ability scores with forum-based RP'ing is just going to make it take forever, especially when not everyone is familiar with the rules. I respectfully sit this out, as tempting as it is. If we were to be RP'ing IRL it would be one thing, but this won't work in a million years.
Last edited by Jolleus on Sun Sep 23, 2012 6:26 pm, edited 3 times in total.
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Postby Odith » Sun Sep 23, 2012 6:22 pm

I'd be interested in this, but at a lower commitment level. If a group were to agree on 1-2 posts per week, I could do that. I am familiar with Pathfinder but have not played it to speak of. Most of my gaming has been AD&D 1st and 2nd edition. As far as characters go, I'm interested in priest or sorcerer.
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Memnoch de Marbulia
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Postby Memnoch de Marbulia » Sun Sep 23, 2012 8:32 pm

Tempting, tempting...I shall consider it.
Last edited by Memnoch de Marbulia on Sun Sep 23, 2012 8:36 pm, edited 1 time in total.
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Memnoch de Marbulia wrote:I swear. Rpers are the naughtiest people.

You too are a roleplayer...are you saying....are you saying you're naughty? :eyebrow:

:rofl:

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Postby Jormengand » Mon Sep 24, 2012 9:13 am

Odith wrote:I'd be interested in this, but at a lower commitment level. If a group were to agree on 1-2 posts per week, I could do that. I am familiar with Pathfinder but have not played it to speak of. Most of my gaming has been AD&D 1st and 2nd edition. As far as characters go, I'm interested in priest or sorcerer.

We'll see. I'd prefer to be able to keep this going fairly quickly.
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Postby Jormengand » Mon Sep 24, 2012 9:19 am

Jolleus wrote:I wanna sign up, but... Pathfinder? The what?

In other words, is this thread friendly to someone who's been playing AD&D, 2nd edition his whole life and has limited (read: practically no) time for learning a new ruleset?

EDIT: Y'know what, nevermind. The good thing about NS RP'ing is that it's free-form. Throwing in die-rolls and ability scores with forum-based RP'ing is just going to make it take forever, especially when not everyone is familiar with the rules. I respectfully sit this out, as tempting as it is. If we were to be RP'ing IRL it would be one thing, but this won't work in a million years.

It's been done. Also, Shad will get there. Shad shall get there.
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Sentinel XV
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Postby Sentinel XV » Mon Sep 24, 2012 9:20 am

Never played D&D before. Is this open to newbies?
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Postby Jormengand » Mon Sep 24, 2012 9:22 am

Sentinel XV wrote:Never played D&D before. Is this open to newbies?

Yes. I can guide you through character creation, if you'd like?
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Postby Sentinel XV » Mon Sep 24, 2012 9:32 am

Jormengand wrote:
Sentinel XV wrote:Never played D&D before. Is this open to newbies?

Yes. I can guide you through character creation, if you'd like?

That would be great. It'll have to wait a bit, though, b/c I'm about to leave for class.
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Jormengand
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Postby Jormengand » Mon Sep 24, 2012 10:13 am

Sentinel XV wrote:
Jormengand wrote:Yes. I can guide you through character creation, if you'd like?

That would be great. It'll have to wait a bit, though, b/c I'm about to leave for class.

Two lessons might be a bit much. Okay, well I'll start to write a bit up. Shad can start taking notes too.

To begin character creation, the first thing you must do is determine your ability scores. These are your vital statistics, if you like. They define your basic capabilities.

Strength is to measure of physical ability. It measures how good you are at hitting stuff with a melee weapon, and how much damage melee and thrown weapons, as well as slings, do. It affects how much you can carry, so at least one part member should have some strength.

Dexterity, strangely, adds to your Armour class - this slightly oddly-named value is your power of not-be-hit. Dexterity means that you are better at hitting people with ranged weapons. Every character also has a "reflex save" allowing them to avoid certain spell effects, traps, and the like. Dexterity will add to this.

Constitution is important for everyone. It allows you to gain additional hit points. It also adds to your "Fortitude save" allowing you to resist poison, disease and certain spell effects.

Intelligence allows you to speak a ridiculous number of languages, also increasing the number of skills you can obtain (skills allow you to do things like climbing, riding and lying to people). Those of certain classes - most commonly wizards - use intelligence to cast their spells.

Wisdom determines your will save, most commonly used against mind-affecting spells, but also the most common defence against instant-kills. Clerics, druids and rangers, as well as the more setting-relevant priest, use wisdom to cast spells.

Charisma is used by bards and sorcerers for spellcasting.

There is a reason why constitution seems like such a ridiculously much better ability than Charisma. We'll get onto that later.


Most of that stuff you don't really need to know yet. Generally, Strength is to hit with stick, dexterity is shoot stuff and not be hit, constitution is be able to take damage and everything else is cast spells at stuff.

The main thing is that I need to know what role you want to fulfil. Shad's already being a ninja, so you have 3 real options. Go round hitting people with a stick, cast spells on everything or both, with added healing.
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Postby Videssos » Mon Sep 24, 2012 10:15 am

I always thought D&d was a bit too technical and complicated for me, and trying to dredge up a fully completed character sheet thingy is pretty difficult, especially when you're sure there was at least one website somewhere that had character sheets for Malazan characters, as Steven Erikson and co based it off D&D, but you can't find it.
At all.
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Postby Jormengand » Mon Sep 24, 2012 10:17 am

Videssos wrote:I always thought D&d was a bit too technical and complicated for me, and trying to dredge up a fully completed character sheet thingy is pretty difficult, especially when you're sure there was at least one website somewhere that had character sheets for Malazan characters, as Steven Erikson and co based it off D&D, but you can't find it.
At all.

Malazan turns up no results on the SRD. Why don't you just be a vaguely normal character?
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Postby Jolleus » Mon Sep 24, 2012 10:37 am

Well... maybe I will sign up for this after all, but I'll need a lot of guidance. Mind walking me through some character creation? I want to be a human (because humans are simple) Cleric. Also... only 25 points for ability scores? That's an average of 4 points per ability. Seems pretty low--or is that average for Pathfinder?

Oh, crap. The Pathfinder link in the OP is blocked by my high school's content filter, so it'll be completely inaccessible to me except for on the weekends.
Last edited by Jolleus on Mon Sep 24, 2012 10:40 am, edited 1 time in total.
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Postby Jormengand » Mon Sep 24, 2012 11:07 am

Jolleus wrote:Well... maybe I will sign up for this after all, but I'll need a lot of guidance. Mind walking me through some character creation? I want to be a human (because humans are simple) Cleric. Also... only 25 points for ability scores? That's an average of 4 points per ability. Seems pretty low--or is that average for Pathfinder?

Oh, crap. The Pathfinder link in the OP is blocked by my high school's content filter, so it'll be completely inaccessible to me except for on the weekends.

Okay, I can do this. Three posts above yours is one of my posts. Answerify it.
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Postby Jormengand » Mon Sep 24, 2012 11:10 am

Jolleus wrote:Oh, crap. The Pathfinder link in the OP is blocked by my high school's content filter, so it'll be completely inaccessible to me except for on the weekends.

You can buy the Standard Rules Definition, and then actually have it in paper format...
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Postby Jormengand » Mon Sep 24, 2012 1:00 pm

Jolleus wrote:That's an average of 4 points per ability. Seems pretty low--or is that average for Pathfinder?

That's HIGH for pathfinder. Hell, it's more than you get for 3.5, and they're worth more in PF. Plus, humans get +2 to any stat, and other races are better accordingly.
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Hamste
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Postby Hamste » Mon Sep 24, 2012 1:08 pm

Jolleus wrote:Well... maybe I will sign up for this after all, but I'll need a lot of guidance. Mind walking me through some character creation? I want to be a human (because humans are simple) Cleric. Also... only 25 points for ability scores? That's an average of 4 points per ability. Seems pretty low--or is that average for Pathfinder?

Oh, crap. The Pathfinder link in the OP is blocked by my high school's content filter, so it'll be completely inaccessible to me except for on the weekends.

Actually that's above average for D&D, the average roll is 12.4 or something close to that so having 14 points in almost all stats is actually pretty good. Also would a spiked chain be ok for an eastern D&D setting? I am considering making a paladin or a psychic warrior (Assuming either of those things exsist in pathfinder and in this setting) if it's still open in 5 days.
Can you imagine a world without hypothetical situtations?

Logic is like thumbs, it is not necessary but it sure is helpful.

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Postby Jormengand » Mon Sep 24, 2012 1:09 pm

Hamste wrote:
Jolleus wrote:Well... maybe I will sign up for this after all, but I'll need a lot of guidance. Mind walking me through some character creation? I want to be a human (because humans are simple) Cleric. Also... only 25 points for ability scores? That's an average of 4 points per ability. Seems pretty low--or is that average for Pathfinder?

Oh, crap. The Pathfinder link in the OP is blocked by my high school's content filter, so it'll be completely inaccessible to me except for on the weekends.

Actually that's above average for D&D, the average roll is 12.4 or something close to that so having 14 points in almost all stats is actually pretty good. Also would a spiked chain be ok for an eastern D&D setting? I am considering making a paladin or a psychic warrior (Assuming either of those things exsist in pathfinder and in this setting) if it's still open in 5 days.

Spiked chain yes, Paladin just about, Psychic warrior I'd rather you didn't.
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Hamste
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Postby Hamste » Mon Sep 24, 2012 1:11 pm

Jormengand wrote:
Hamste wrote:Actually that's above average for D&D, the average roll is 12.4 or something close to that so having 14 points in almost all stats is actually pretty good. Also would a spiked chain be ok for an eastern D&D setting? I am considering making a paladin or a psychic warrior (Assuming either of those things exsist in pathfinder and in this setting) if it's still open in 5 days.

Spiked chain yes, Paladin just about, Psychic warrior I'd rather you didn't.

Ok also what about Anti-Paladin? I just remembered why I never play a paladin so I am curious about the anti-paladin thing.
Can you imagine a world without hypothetical situtations?

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Hamste
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Postby Hamste » Mon Sep 24, 2012 1:13 pm

So many classes and races it will take forever just to decide which ones I would want
Can you imagine a world without hypothetical situtations?

Logic is like thumbs, it is not necessary but it sure is helpful.

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