Leon Nine

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    Ippy
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    Leon Nine

    Post by Ippy on Sun Aug 30, 2015 5:10 pm

    I'm preparing a pathfinder campaign.  It includes roughly a metric ton of DnD variants, so I'll be putting all the rules and setting information here.  Any feat, spell, ability, etc. which does not properly interact with the variants is banned (feel free to ask for a similar-functioning replacement).  Sessions will be periodic, their times and dates discussed here.  The game will occur entirely over the roll20 website.  The current players are:

    LokiLeader
    EliteFlash
    Nailo
    [Baka-Chi]
    [available slot]
    [alternate slot - may become regular if participation is low]

    Character Creation:
    Assume any core material is permissible.  For all else, ask.  If it requires any considerable amount of effort on my part, it is banned.  Leadership and look-alikes are banned.  Unusual or monstrous PC races are most likely banned.  Your character begins at level two.

    Campaign Traits
    There are no traits.  You do, however, gain a background feat of your own devising.  This feat is not the equivalent of a class feature, it is a feat.  It is preferably doused in flavor syrup atop a flavor pancake.

    Flaws
    Your character has two flaws.  The severity and effect of these flaws are entirely up to you.  They can be negligible.  They can be roleplay instead of mechanical.  The point is, your character has two flaws.

    Ability Score Generation
    Roll 2d8+2 six times for each ability score.  Roll an additional 4d8.  You may replace any previously rolled die with one from this additional pool.  You can swap any two ability scores up to four times.  You can apply for a redo if you have trash rolls or cannot fill out your chosen class.  You can will ask senpai for help, so that senpai will see your rolls. Senpai = any player or myself.

    Starting Wealth
    500 gold doubloons (equivalents: 50,000 copper pieces, 5,000 silver stars, 50 platinum tessera).
    Setting Specific Items:
    https://www.dropbox.com/s/kkvntu1b3xsu1p5/Setting%20Items.docx?dl=0

    Location  
    The party will begin as a group of bounty hunters.  The party can decide amongst themselves whether they have prior knowledge of another or if they met on the course of pursing this bounty (former relationships, even if just reputation, is encouraged).  The bounty constitutes retrieving the ancient and mysterious Relic of the Rock from thief Jack McLough.  The bounty was offered by Saint Paulina Frances Melissiade from the village of Mane, a remote settlement in the mountains removed far beyond any national borders.  Play will begin in the town of Elucius where players seek/learn of a guide providing passage to Mane.  The guide, Maenar, belongs to the same clergy of Paulina and is offering free services to bounty hunters.

    Backstory & Alignment
    Run it by me.  If your character can't act civil in a party format, responds lethally to upsetting things, or is otherwise too much a antisocial scumbag I will kill it.  Gleefully.  Maybe with flashy exploding magic, or
    just some falling rocks.  Anti-resurrection falling rocks.

    Magic In Abundance:
    The material world is saturated with magic.  Although difficult and dangerous to use, it is hardly beyond the reach of anyone resolved to apply it (given that they are one of the magically endowed races, and not some mundane kitty-cat).  The powers that be emerged through its trials, and industry standards have been set by its capabilities.  Courts of law commonly maintain 'zone of truth.'  'Create water' is a staple of crop irrigation.

    Magically Endowed
    Not all the races of the world can magic.  While it is safe to assume any playable race has been gifted magic, animal companions and the like may not be compatible with particular magic items.  On that vein, use magic device is an unusable skill for a magic-less race.

    Character Wealth, Magic Items
    Gold gain for player characters will be linear rather than exponential.  In other words, expect less wealth.  Items normally available in pathfinder may not be available in this campaign, even to craft.  Additionally, those items available may have different pricings.  Trade guilds regularly invest in magic markets, vying to produce magic items at reasonable costs.

    Essentia
    Characters have one point of essentia per character level (or hit die).  Essentia is used to bond powerful magic items to a creature.  Essentia rules replace magic item slot rules.  Different creatures may require more or less essentia to bond the same item.  Non-magical races may not be able to bond with every item.

    Crafting
    Player's are not expected to have crafting time.  The craft skill, however, is still like to be employed by other means.  Magic item creation feats are banned, replaced under the blanket 'Magicraft' feat.  This new feat enables a character to interact with most of the campaign setting's magical crafting rules (which will be explained in-depth as they come up).  The skill spellcraft will be tied to most magicraft checks, although it may be replaced with another craft skill if relevant (a magic ring could use goldsmithing).

    Weapons and Armor:
    These items cannot be enhanced through normal pathfinder rules (no +1 Flaming Frost Daggers).  Class abilities which grant these enhancements (such as the Warpriest's sacred weapon) function as normal, although may have the option for a variant replacement.  Weapons and armor may be made from a single prime (special) material, may have a single attachment (i.e. wand chamber), and have a number of augment slots dependent upon their type.  In addition to its normal bonuses, the masterwork quality confers a bonus augment slot.

    Augments
    A weapon is considered magical so long as any of its augment slots are filled.  Filling such a slot requires an augmenter to sit down with a set of equipment called an 'augmentation table' and the precept of the augment to be applied.  The augmenter must also possess the magicraft feat.  He or she must succeed at a spellcraft check over the course of a minute.  Knowledge of spells related to an augment can reduce the spellcraft DC.  Filling an empty augment slot requires a 500 gold head cost in magical ingredients.  Rare ingredients, if on hand, can be used to reduce the cost and DC (some may even modify the augment).  Ingredients are always spent, even on failure.  Failing an augmentation check empties the slot and prevents that slot from being augmented by normal means for a full day.  Failing by 5 or more deals the augmenter's health in nonlethal damage to him or her.  Failure by 10 or more sets the augmenter's spell points to 0, renders them burnt out, and deals one additional nonlethal damage.

    Armor as Damage Resistance, Armor Penetration
    All armor provides damage resistance based on its category and AC bonus.  All weapons have an armor penetration (AP) statistic which bypasses this resistance.  Light armor has a damage resistance value (DRV) of 1, medium has a DRV of 2, and heavy 3.  When a weapon strikes an armored target its damage is resisted by an amount equal to the AC of the armor multiplied by the difference in DRV and AP.  An unarmed strike (AP 0) against AC 8 heavy armor deals 24 less damage (8 * 3).  A critical strike gains bonus AP equal to a weapons critical multiplier minus 1.  If the unarmed attack had scored a critical hit against the AC 8 heavy armor, only 16 damage would be resisted.

    Hit Chance, Availability
    Weapons also have a 'Hit Chance (HC)' score that is added (or detracted) from attack rolls.  Due to the HC/AP rules, the standard weapons and armors are not available.  Beginning characters must instead purchase such equipment from a specific starter list (displayed elsewhere).

    Weapon Groups
    Feats and abilities which apply to specific weapons apply instead to a weapon group.  The groups are:
    • Axe
    • Basic
    • Bow
    • Close
    • Chain
    • Crossbow
    • Double
    • Druidic
    • Firearm (uses rules for emerging guns)
    • Hammer
    • Monk
    • Natural
    • Polearm
    • Siege
    • Sword
    • Thrown
    The normal weapon proficiency feats do not exist.  Instead characters take proficiency in a weapon group.  All classes that grant weapon proficiencies grant proficiency in basic weapons.  Classes which only grant simple weapon proficiency do not grant any other weapon group besides basic.  Particularly bizarre weapons may have a group all on their own.  A player may request for a weapon group of their defining.  Weapons can fall under multiple groups.  Ask which groups your class is proficient in at character creation.

    Starter Weapons and Armors
    https://www.dropbox.com/s/lttqul8p0vtr07u/starter%20weapons%20and%20armor.xlsx?dl=0

    Spellcasting:
    In order to employ any spellcasting, a creature must have been born (body swaps and polymorphs are irrelevant) as a magically endowed race / individual.

    Psionics
    Probably banned and most certainly unsupported.  That being said, psionic items, abilities, powers, etc. operate precisely as described and (mostly) variant-free.  Psionics are a "stand-alone subsystem," meaning anti-psionic fields don't nullify magic but anti-magic fields do nullify psionics.  Unless a psi-user has an especial devotional or thematic edge psionic effects manifest as arcane magic.

    Spell Points
    Spellcasters do not receive spells or spell slots per day as indicated by their table, but instead gain a number of spell points equal to the levels of spells they could have cast per day.  Magically endowed races have 1 additional spell point, and creatures with spell-like abilities get bonus spell points equal to the highest level spell-like ability they can use.  Prepared casters and non-casters regain their spell points after they rest.  Spontaneous casters regain 1/20 of their spell points each hour (not rounded).

    Spell Casts Per Day
    Spellcasters can comfortably cast a number of spells per day equal to their hit dice plus their spellcasting ability score.  A spellcaster may also bind an essentia to their spellcasting ability, increasing this value by one per essentia bound.  A spellcaster may continue to cast spells beyond this limit, however doing so renders the spellcaster 'burnt out.'  A burnt out creature has a -2 penalty to AC, CMD, and rolls.

    Spell Patterns
    In order to cast a spell, a caster must have a pattern of said spell at hand.  For spontaneous casters, these patterns are etched into their minds and bodies.  Prepared casters must receive the patterns from an external source.  Each class prepares patterns differently.

    Spellbook Method: Wizard
    Wizards inscribe spell patterns onto the pages of spellbooks themselves, a process requiring dedicated arcane studies.  These casters must be able to read their book to use a spell pattern they have recorded.  Wizards must have a spell pattern at hand to cast it, usually meaning they hold their spellbooks.  Spellbooks can be carried with one hand but require a free hand to flip through pages.

    Spellbook Imprint: Arcanist, Magus
    Arcanists prepare a number of spells as given by the table Arcanist: Spells Prepared whenever they would normally prepare spells.  In effect the arcanist prepares a spell by placing an imprint of the spell pattern into his or her body and mind.  An arcanist does not need their spellbook available to cast a spell, but does need it to implant imprints.  These imprints are temporary, lasting at most a day without especial preparation methods beyond most arcanists.  The imprint-enabling ritual prevents an arcanist from casting directly from a spellbook, forcing arcanists to rely on their imprints.  A wizard which multiclasses as an arcanist effectively trades all their wizard levels for arcanist levels.  An arcanist cannot multiclass as a wizard.  Magi follow the same rules as arcanists, except that they use the table Magus: Spells Prepared.

    Magus: Spells Prepared
    Level 0th 1st 2nd 3rd 4th 5th 6th
    1 ____2 __2
    2 ____3 __3
    3 ____3 __3
    4 ____3 __3 _2
    5 ____4 __4 _2
    6 ____4 __4 _3
    7 ____4 __4 _3 __2
    8 ____5 __4 _3 __2
    9 ____5 __5 _4 __3
    10 ___5 __5 _4 __3  _2
    11 ___6 __5 _4 __3  _2
    12 ___6 __5 _4 __4  _3
    13 ___6 __5 _5 __4  _3 __2
    14 ___7 __6 _5 __4  _3 __2
    15 ___7 __6 _5 __4  _4 __3
    16 ___7 __6 _5 __5  _4 __3 _2
    17 ___7 __6 _5 __5  _4 __3 _2
    18 ___7 __6 _6 __5  _4 __4 _3
    19 ___7 __6 _6 __5  _5 __4 _3
    20 ___7 __6 _6 __5  _5 __4 _4

    Alchemy: Alchemist, Investigator
    Alchemists are not actually spellcasters, and thus the rules for extracts are not modified.  The effects of extracts are considered arcane, but alchemists need not worry about the rules defined in arcane magic.  Alchemists receive bonus spell points equal to the highest level extract they can create rather than per extract they can use per day.

    Divine Symbol: Cleric, Warpriest, Paladin
    Clerics always have the pattern of cure/inflict spells they could cast available.  Domain users always have spell patterns of their domain spells available.  Clerics draw patterns from a divine symbol of their faith.  Divine symbols contain spells that are thematically linked and bestowed by higher powers.  A cleric links with a divine symbol the way they would normally prepare spells.  A cleric may temporarily add patterns to their divine symbol by spending spell points equivalent to the spell levels to be added for the day.  Clerics can use any divine symbol compatible with their faith, or even beseech the higher powers to instill particular patterns into a sign of their god.  Beseeching requires 1 hour per caster level of the divine symbol to be instilled.  Whether or not the higher powers actually grant the spell patterns in any sort of timely manner is anyone's guess.

    Maximum Spell Levels in a Divine Symbol
    Caster Level 1 2 3 4 5_ 6_ 7_ 8_ 9_ 10 11 12 13 14 15 16 17 18 19 20_
    Spell Levels  2 3 5 7 10 13 17 21 26 31 37 43 50 57 65 73 82 91 95 100

    Land Anima: Druid, Hunter, Ranger
    Druids always have the pattern of summon nature's ally spells they could cast available.  Domain users always have spell patterns of their domain spells available.  Druids read spell patterns from the land, or are presented patterns via natural spirits.  To receive a spell a druid must make a 'request check' as a swift action, which is a d20 + the druid's relationship factor with the environment.  A druid can spend any number of spell points on a request to gain an equal bonus.  A druid's "relationship factor" with an environment is a permanent value which they must keep track of for each environment they cast spells within.  A ranger adds half their favored terrain bonus  to their relationship factor (1d20+RF+SP+FT).  The DC for a request is 4 plus the number of requests the druid has made since they last meditated plus the spell level of the pattern being requested.  Requests for spells native to an environment (poison in a sewer, control water in an ocean) reduce the DC by 4 while requests for spells opposed by an environment (create water in a desert, fire seeds in a tundra) reduce a druid's relationship factor by 1 (DC=4+#requests+SpLv).  Once a druid has received a pattern, they do not need to request it again until they meditate.  A druid may meditate in an environment whenever they would normally prepare spells to reset their number of requests to zero and clear the list of patterns they have received.  A druid cannot use a pattern they received in one environment in another environment, they must make a request for each environment.        

    Familiar Storage: Witch, Shaman
    Witches always have the spell patterns of their patron spells whereas shamans always have the spell patterns of their spirit magic spells (still one per spell level).  Witches rely on their familiar for spell patterns.  A witch can use any spell pattern possessed by a familiar so long as the familiar is at a close range (25ft +5/2 caster levels).

    Arcane Magic
    The weave is an ever present river throughout the world, readily available to the magically endowed.  Arcane magic is wild and unpredictable, requiring casters to expend their own energies to make it manageable.  Each time an arcane caster attempts to cast a spell they must make a 'control check.'  Failing a control check means the caster was unable to tame the forces in the weave and produce the desired spell.  A natural 1 results in wild magic whereas a natural 20 results in a 'spell surge.'  The DC of a control check is 10 + the spell level.  A caster can expend any number of spell points to add the same amount to their control check.  Whenever an arcane caster casts a spell while burnt out, the range of wild magic increases by one and the range of a spell surge reduces by one.

    Arcane spell failure conferred by armor applies as a penalty on control checks.  This replaces the normal arcane spell failure rules.

    Divine Magic
    By interfacing through higher powers divine casters can avoid the turbulence that is the weave.  Acting as a conduit, however, is taxing on oneself and requires a period of rest between spell casts.  Spells with a duration measured in rounds, instantaneous, permanent, or minute per level require a recharge time of 1d4 + spell level rounds.  A divine caster can spend spell points to reduce the recharge requirement by one round per spell point spent.  If a spell has some other duration, its recharge time its duration multiplied by 1d4+Spell Level, reducible by spell points.   Permanent creation spells, commune or scry type spells, permanent illusions or traps, and any other spells so deemed are considered to have a duration of 2 hours per spell level for the determination of recharge (only if this would increase the recharge delay, not decrease).  Whenever a divine caster casts a spell while burnt out, their recharge delay is increased by 1d4 (cumulative).  At 8d4 burnout all spells are considered to have a duration of 2 hours per spell level.

    Religion
    Numerous religious practices exist throughout the world, but most dominant amongst the civilized races is the belief in a pantheon of 9 holy gods and 13 dark gods.  Deific-grade blessings exist amongst many faiths, but are most common amidst followers of the 9 and 13.  Deific blessings can be anything, from special equipment to unique familiars.

    Other:
    Misc. rules.

    The Planes
    The planes do not exist in a multiverse but rather overlap with the prime material plane.  The majority of planes are geographically limited in the material world, meaning traversal is only possible at specific physical locations even with magic.  There are a few planes, such as the ethereal, shadow, dream, or astral planes, that are ever-present throughout the material plane.  Planes can either possess loose or tight boundaries.  Loosely bounded planes, like the shadow  or ethereal plane, are easily accessible via magic at all times.  Tightly bounded planes are planes that are inaccessible unless certain criteria are met: a simple planar shift casting can't traverse a tight boundary.  Summon Monster and Summon Nature's Ally do not pull a creature from another plane but instead conjure a limited, fake imitation.

    Full-Round Touch
    While a full-round action can still be used to touch six willing creatures, a touch spell may only be discharged on one unless it specifically specifies in its entry that it can target multiple creatures.

    Multiclassing
    Once you have received a +2 bonus to a particular save at level one of a class you cannot receive another +2 level one bonus to that same save.  The same goes for prestige classes, but a prestige +2 bonus will stack with your base class bonus(es).

    Mind Targeting
    A creature which passes a save related to an effect akin to 'charm person' is aware they resisted something.  Passing by 5 or more or rolling a natural 20 gives the creature an idea of the source of the attack (general direction and distance).

    Special Material: Primitive
    Items made from primitive materials cost half as much, but have the fragile quality.  These items retain the fragile quality even when masterwork.  Not all items may be made from primitive materials, but most weapons and armors can.

    Improved Unarmed Strike
    Increases the AP value of unarmed strikes by 1 in addition to its normal effects.

    New Feat: Extra Essentia
    Provides +1 essentia.  Increases by 1 at nine and seventeen hit die.

    New Feat: Magicraft [item creation]
    Requirement: magic-gifted race.
    Enables interacting with the campaign's item creation rules.

    New Feat: Augmenter [item creation]
    Requirement: magic-gifted race.
    Permits a creature to perform augmentation without the magicraft feat or an augmentation table as a standard action.  If the creature also has the magicraft feat, it gains a +2 bonus on augmentation checks.

    New Feat: Remote Augmentation [item creation]
    Requirement: Augmenter feat
    Permits a creature to perform augmentations at a range greater than touch by either spending a spell point or increasing the augmentation check DC by 1 per 5 feet of distance beyond the first 5 feet of distance.

    New Feat: Burden the Weave
    Requirement: Arcane caster level 5th.
    When casting an arcane spell the caster may choose to spend spell points equal to the spell's level rather than let the spell count towards the caster's spells per day limit.  Whenever one of the caster's spells is dispelled or counter-spelled, the caster regains one spell cast per day.  The caster gains one additional spell cast per day for possessing this feat.


    Last edited by Ippy on Sat Oct 10, 2015 1:13 pm; edited 1 time in total
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    Elit3Fla5h

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    Re: Leon Nine

    Post by Elit3Fla5h on Sun Aug 30, 2015 7:27 pm

    Do you add anything to the control check?


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    Ippy
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    Re: Leon Nine

    Post by Ippy on Mon Aug 31, 2015 10:20 am

    You can spend spell points to improve a control check. Other than that, only misc. modifiers apply.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Mon Aug 31, 2015 2:57 pm

    Are you running crit/fail cards or no?
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    Ippy
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    Re: Leon Nine

    Post by Ippy on Mon Aug 31, 2015 4:06 pm

    Good question. I guess the player's should vote.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Tue Sep 01, 2015 7:39 am

    So for spell points. Say I have 3 1st level spell slots and 1 2nd level spell slot. Do i have 4 points (1 for each spell) or 5 points (1 for each 1st level spell and 2 for the 2nd)
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    Re: Leon Nine

    Post by Ippy on Tue Sep 01, 2015 5:51 pm

    You would have 5 spell points.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Tue Sep 01, 2015 6:43 pm

    do my bonus domain spells i get also grant spell points
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    Ippy
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    Re: Leon Nine

    Post by Ippy on Tue Sep 01, 2015 8:56 pm

    Yes.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Wed Sep 02, 2015 12:02 pm

    Can i take the extra channel feat more then once
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    Re: Leon Nine

    Post by Nailo41 on Wed Sep 02, 2015 1:52 pm

    So for my home brew feat. Can I convert spell points into channel energy. Where the spell points needed for one use are equal to the amount of dice my channel energy uses. Example channel energy 3d6 requires 3 spell points to gain one extra use of?
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    Re: Leon Nine

    Post by Ippy on Wed Sep 02, 2015 7:03 pm

    Multiple Extra Channel: Doesn't look like it.

    Homebrew: Nope.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Thu Sep 03, 2015 7:01 am

    So there's a trait that gives +1 to channel energy and a feat that gives +2, this is supposed to be some type of home brew half trait half feat hybrid. Soooo.......
    +1 use of channel energy and +1 for every die thrown added to my channel energy ability. 
    Ex. 1d6+1, 2d6+2, 3d6+3....
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    Ippy
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    Re: Leon Nine

    Post by Ippy on Thu Sep 03, 2015 11:01 pm

    No.
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Fri Sep 04, 2015 11:44 am

    How about 1/2 my level added to my surges
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    Elit3Fla5h

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    Re: Leon Nine

    Post by Elit3Fla5h on Fri Sep 04, 2015 1:56 pm

    He wants more flavor out of your feats.


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    Ippy
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    Re: Leon Nine

    Post by Ippy on Fri Sep 04, 2015 6:20 pm

    What's surges even?
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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Fri Sep 04, 2015 8:24 pm

    my positive energy surges
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    Ippy
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    Re: Leon Nine

    Post by Ippy on Sat Sep 05, 2015 3:40 pm

    Nowhere on the OGC in the cleric class description is the word "surge" even used. Why is your character's background conducive to a more powerful channel energy?
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    Re: Leon Nine

    Post by Ippy on Sat Oct 10, 2015 1:20 pm

    Are people available for play 10/11-10/16? If so, when?

    I ask that players either PM me or post their character backstory on this forum. If you have verbally informed me of your backstory, feel free to only summarize the highlights for my review.

    @Nailo/Noble:: I will shortly be sending a PM regarding god selection. Nailo, your spell selection and bonus background feat are still pending.
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    Elit3Fla5h

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    Re: Leon Nine

    Post by Elit3Fla5h on Sun Oct 11, 2015 7:57 am

    I'm good for any time but Fridays and Wednesdays.

    Spoiler:
    Silvaris Solsinger is an angel kin Aasimar born to devoute followers of goddess Byzadona. Unfortunantly for Silvaris and her family her soul was claimed and corrupted by a powerful demon of the god of Anarchy. This demon would whisper instructions to the child and Solaris would follow them without question. At the age of 7 her family began to die in tragic "accidents" and by 8 she was orphaned and taken in by the church. At the church she was strictly taught their doctrine that on every point went against her corrupted soul's core beliefs. She began to dislike the priests and the demon used his demonic taint to turn her dislike into pure hate and rage. She hated the place and longed to run away but demon would have none of it and showed her that she was no better than a slave. The only reason she had the amount of freewill she had was because a mindless doll does not make a good double agent.
    So she began to hate the demon.
    She began to hate its god.
    She hated those with freedom.
    She hated those that had the audacity to be happy while she sits there and suffers
    She eventually learned to hate just about everything for one reason or another.

    Solaris never received Byzadona blessing (to the surprise of many) so she was unable to become a paladin but she still serves the church as a sentinel.

    Solaris is a person that long ago accepted her damned fate and found a sort of freedom in her mind known as insanity. She only feels true joy when she is "punishing" someone for their misdeeds. 

    She is not stupid however, discovery of her true nature is not an option as the demon still holds her soul. So she hides it all behind gentle movements and a benevolent smile that could make her pass as a saint.


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    Nailo41

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    Re: Leon Nine

    Post by Nailo41 on Sun Oct 11, 2015 10:07 am

    What weapon groups are clerics proficient do i still have access to my gods weapon?
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    Elit3Fla5h

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    Re: Leon Nine

    Post by Elit3Fla5h on Sun Oct 11, 2015 10:41 pm

    So Nailo, your resurrect abilities don't happen to rely on breath of life and raise dead do they? Cause they do not work on me after level 5th level.


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    Rock'emSock'emRabbi

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    Re: Leon Nine

    Post by Rock'emSock'emRabbi on Mon Oct 12, 2015 12:30 am

    Spoiler:

    Letho grew up in a shack surrounded by forest on the outskirts of a major city. His mother, the only family he had ever known, was a locally renown herbalist. Letho enjoyed a rather mild and uneventful upbringing, that was until he grew a tail. His mother, fully aware of the situation and its origin, went to great lengths to hide her past sins. His blood red eyes didn't never stood out too much but she knew that once the city learned of his newest deformity that they would burn him at the stake. She forbade Letho from ever leaving the cottage claiming that little imps would see his tail and take him away. Letho was obedient at first but eventually grew lonely and began to miss his friends. 

    During one of his mother's business trips into town Letho got a visitor. He was certain the sporadic knocking was a demon come to kidnap him. After gathering the courage Letho peaked through a crack in the door to find that the demon was non other than his best friend come to investigate his disappearance. Letho quickly opened the door and yanked his buddy into the holy sanctuary that was his cottage. After checking every window for any hint of demon spawn, he called the all clear. Not this time Satan! Letho was overjoyed to see his friend again, it had been at least two seasons. After catching up, Letho eventually revealed the reason for his seclusion. He was the one all of the demons were looking for. His friend vowed that he would help Letho defeat the evil that stalked him. He then gifted Letho his prized possession: his wooden sword, and told him that he would be back the next day to start their knight training.

    A few days passed and his friend never returned. Did the demons get him? Letho began to worry. The next day his mother didn't return from her trip to the market. The demons were surly coming for him next... and they did. That night he awoke from a load banking on the door. Ecstatic that his mother finally returned he rushed to the door but was flung back onto the floor as it was kicked open. The world outside was on fire. Thousands of voices and screams surrounded him and drowned out his thoughts. This was it, the demons had arrived.

    Letho quickly came to as the demons started to rush through the doorway. He quickly ran into his Mother's room and drank the emergency elixir she had prepared especially for him. But, it didn't work. What now? He was surrounded, there would be no way to sneak past the imps. As they burst through the door Letho dove under the bed, out of options. There were at least ten he counted. If only he had his sword, but alas he had left it in his room. One of the spawn then bent over and peered under the bed. This was it... To Letho's surprise it wasn't the face of the devil staring at him but that of his best friend's father. Letho was relieved and even waved but the man did not acknowledge him. Letho slowly crawled out from under the bed. It seemed no one could see him. Why are they going through mother's dresser? Why are they taking our silverware? Someone accidentally dropped a torch on my bed... Why wont anyone help me put it out? No matter how much he screamed no one would answer him. Singed and slightly crispy, Letho barley made it out of the cottage alive after trying his hardest and failing to control the inferno. The mob had dispersed after the initial looting leaving only his mother's freshly flayed corpse there to greet him.

    >Run away from home
    >Join gang of forest bandits/highwaymen
    >Physique respected and intelligence admired
    >Accepted as a brother
    >Find out that Wizard guy will be attending Noble guy's wedding
    >Attack Wizard guy's wagon 
    >SUDDENLY EAGLES EVERYWHERE
    >Brothers pecked severely 
    >Sneak behind & Steal Wizard guy's magical book 
    >Kill Wizard guy with book & reanimate his corpse
    >Fight eagle horde side by side with new undead comrade
    >Slaughter puny birds
    >Turns out Wizard guy is Noble guy's little apprentice brother
    >Master Wizard knows Divination magic
    >Track me down, throw me in jail
    >Rot in cell for 10 years contemplating power, brootherhood, revenge, repentance
    >Dream of Magical symbols and chants
    >Claw symbols into flesh, learn vanish
    >Next day guard patrols, I cast vanish
    >Acid sprays from hands, melts door & guard
    >Well, shit
    >Escape jail
    >Flee several towns over


    Last edited by Rock'emSock'emRabbi on Sun Jan 31, 2016 7:19 pm; edited 5 times in total


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    Re: Leon Nine

    Post by Rock'emSock'emRabbi on Mon Oct 12, 2015 12:10 pm

    Does Arcane Armor Training/mastery improve control checks?

    Whips are classified as range weapons on the weapon page you have there... Do they count as both maybe? or is it a weird variant of throwing whip?

    Can you modify the Whip Mastery feat some? Maybe add some AP? It pretty much says that: Now you can damage people in armour! but with the AP variant I do absolutely nothing to anyone in in any armor ever.(No longer taking this feat) 

    http://www.d20pfsrd.com/feats/combat-feats/whip-mastery-combat


    Last edited by Rock'emSock'emRabbi on Mon Oct 12, 2015 2:06 pm; edited 2 times in total


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    Re: Leon Nine

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