Javenloft
- Nemesio
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Javenloft
Javenloft Team ASSEMBLE!
If you have found your way to this thread, all hope is lost, as you've been ensnared by the Mists once again. This time there will be no escape! Mooohooohahahaha!!!!
I encourage you guys to poke around this site but I advise that you no longer read my pathfinder NPC thread if you have already. Don't worry there will be plenty of surprises regardless.
If you have found your way to this thread, all hope is lost, as you've been ensnared by the Mists once again. This time there will be no escape! Mooohooohahahaha!!!!
I encourage you guys to poke around this site but I advise that you no longer read my pathfinder NPC thread if you have already. Don't worry there will be plenty of surprises regardless.
Last edited by Nemesio on Fri Jun 14, 2013 6:28 pm, edited 2 times in total.
Re: Javenloft
Glad to be here. Shall we post characters here or just talk story?
-Eric (in case you forgot)
-Eric (in case you forgot)
- Nemesio
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Re: Javenloft
I would like to do our out of character chatting in here. You guys can even cut and past your characters in here if you want once they are done.
We will use a separate thread for all the game mechanics, could be this one, but I'll probably come up with a better name once we've all gotten our crap in gear.
We will use a separate thread for all the game mechanics, could be this one, but I'll probably come up with a better name once we've all gotten our crap in gear.
Re: Javenloft
Dimmer
Male elf gunslinger (mechanist) 1, wizard (spellslinger) 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +8 (+1 to notice traps)
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 19 (HD 1d10+2 + 1d6+3)
Fort +2, Ref +6, Will +5; +2 vs. enchantment, +1 vs. spells and spell-like abilities
Immune sleep
OFFENSE
Speed 30 ft.
Melee short sword +1 (1d6+1)
Ranged double-barreled shotgun +4 (1d8+4)
Range 20 ft. (double-barreled shotgun)
Special Attacks engineering knowledge is power +1, point-blank shot, scattering shot
STATISTICS
Str 13, Dex 19, Con 14, Int 20, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing, Point-Blank Shot
Traits Elven Reflexes, Hedge Mage
Skills Acrobatics +9, Bluff +3, Disable Device +10, Knowledge (arcana +10, engineering +10), Linguistics +10, Perception +8 (+1 to notice traps), Spellcraft +10 (+2 to identify magic items), Survival +5
Languages Balok, Darkonese, Draconic, Elvish (Sithican), Falkovnian, Gnomish, Mordentish, Vaasi
SQ arcane focus, deeds, elven magic, favored class: wizard, keen senses, grit, trapfinding
Gear leather, double-barreled shotgun (18 slugs, 18 scatter rounds), daggers (2), short sword, backpack, hooded lantern, oil (5), silk rope (50 ft.), spellbook, spell component pouch, thieves’ tools, 3 gp
SPECIAL ABILITIES
Spells per day 3, caster level 2 (+2 vs. SR), DC 15 + spell level, concentration +7 (+2 defensive)
1st abundant ammunition, air bubble, comprehend languages, identify, mage armor, detect magic, obscuring mist, protection from evil, read magic, snowball
Arcane Focus: +2 racial bonus on concentration checks to cast arcane spells defensively.
Arcane Gun (Su): Gains one arcane gun. Arcane guns are normal one-handed or two-handed firearms in the hands of others. In his hands, they both fire projectiles (bullets and pellets) and cast magic. Spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplie. A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. A spellslinger can attune his arcane gun at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.
Deeds: Matter Over Mind (Ex): As long as he has at least 1 grit point, he gains a +1 to Will saves vs. spells and spell-like abilities. At 5th level and every 5 levels thereafter, this bonus increases by one.
Quick Clear (Ex): As a standard action (or a move action for 1 grit point), he can remove the broken condition from a single firearm he is currently wielding, as long as it was gained by a misfire. He must have at least 1 grit point to perform this deed.
Elven Magic: +2 racial bonus on caster level checks vs. spell resistance. +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Engineering Knowledge is Power (Ex): As a swift action, increase the damage done by firearms by +1 for one round. For every 5 ranks of Knowledge (engineering), this bonus increases by +1, to a maximum of +5 at 20 ranks. By spending a grit point, he may double this bonus for one round.
Keen Senses: +2 racial bonus on Perception checks.
Grit: He has a grit point maximum equal to his Intelligence modifier and starts each day with his maximum grit points. He regains 1 grit point when he confirms a critical hit, except against a helpless or unaware creature or a creature that has fewer hit dice than half his character level. He regains 1 grit point when he reduces a creature to 0 hit points, except under the circumstances noted above or when destroying an unattended object.
Gun Training: When attacking with a double-barreled shotgun, he gains a bonus equal to his Dexterity modifier on damage rolls and, on a misfire, the misfire value of double-barreled shotguns only increases by 2 for him.
Magic Bullets (Su): As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
School of the Gun: His opposition schools are Enchantment, Illusion, Necromancy, and Transmutation. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, he takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Trapfinding (Ex): +1 to Perception checks to notice traps and to Disable Device checks. He can disable magical traps.
Male elf gunslinger (mechanist) 1, wizard (spellslinger) 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +8 (+1 to notice traps)
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 19 (HD 1d10+2 + 1d6+3)
Fort +2, Ref +6, Will +5; +2 vs. enchantment, +1 vs. spells and spell-like abilities
Immune sleep
OFFENSE
Speed 30 ft.
Melee short sword +1 (1d6+1)
Ranged double-barreled shotgun +4 (1d8+4)
Range 20 ft. (double-barreled shotgun)
Special Attacks engineering knowledge is power +1, point-blank shot, scattering shot
STATISTICS
Str 13, Dex 19, Con 14, Int 20, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing, Point-Blank Shot
Traits Elven Reflexes, Hedge Mage
Skills Acrobatics +9, Bluff +3, Disable Device +10, Knowledge (arcana +10, engineering +10), Linguistics +10, Perception +8 (+1 to notice traps), Spellcraft +10 (+2 to identify magic items), Survival +5
Languages Balok, Darkonese, Draconic, Elvish (Sithican), Falkovnian, Gnomish, Mordentish, Vaasi
SQ arcane focus, deeds, elven magic, favored class: wizard, keen senses, grit, trapfinding
Gear leather, double-barreled shotgun (18 slugs, 18 scatter rounds), daggers (2), short sword, backpack, hooded lantern, oil (5), silk rope (50 ft.), spellbook, spell component pouch, thieves’ tools, 3 gp
SPECIAL ABILITIES
Spells per day 3, caster level 2 (+2 vs. SR), DC 15 + spell level, concentration +7 (+2 defensive)
1st abundant ammunition, air bubble, comprehend languages, identify, mage armor, detect magic, obscuring mist, protection from evil, read magic, snowball
Arcane Focus: +2 racial bonus on concentration checks to cast arcane spells defensively.
Arcane Gun (Su): Gains one arcane gun. Arcane guns are normal one-handed or two-handed firearms in the hands of others. In his hands, they both fire projectiles (bullets and pellets) and cast magic. Spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplie. A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. A spellslinger can attune his arcane gun at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.
Deeds: Matter Over Mind (Ex): As long as he has at least 1 grit point, he gains a +1 to Will saves vs. spells and spell-like abilities. At 5th level and every 5 levels thereafter, this bonus increases by one.
Quick Clear (Ex): As a standard action (or a move action for 1 grit point), he can remove the broken condition from a single firearm he is currently wielding, as long as it was gained by a misfire. He must have at least 1 grit point to perform this deed.
Elven Magic: +2 racial bonus on caster level checks vs. spell resistance. +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Engineering Knowledge is Power (Ex): As a swift action, increase the damage done by firearms by +1 for one round. For every 5 ranks of Knowledge (engineering), this bonus increases by +1, to a maximum of +5 at 20 ranks. By spending a grit point, he may double this bonus for one round.
Keen Senses: +2 racial bonus on Perception checks.
Grit: He has a grit point maximum equal to his Intelligence modifier and starts each day with his maximum grit points. He regains 1 grit point when he confirms a critical hit, except against a helpless or unaware creature or a creature that has fewer hit dice than half his character level. He regains 1 grit point when he reduces a creature to 0 hit points, except under the circumstances noted above or when destroying an unattended object.
Gun Training: When attacking with a double-barreled shotgun, he gains a bonus equal to his Dexterity modifier on damage rolls and, on a misfire, the misfire value of double-barreled shotguns only increases by 2 for him.
Magic Bullets (Su): As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
School of the Gun: His opposition schools are Enchantment, Illusion, Necromancy, and Transmutation. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, he takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Trapfinding (Ex): +1 to Perception checks to notice traps and to Disable Device checks. He can disable magical traps.
Last edited by Divkren on Sun May 12, 2013 11:41 am, edited 3 times in total.
- Nemesio
- Evil Genius
- Posts: 2030
- Joined: Sat Nov 24, 2012 2:26 pm
- Gender: Male
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Re: Javenloft
There we go!
- Nemesio
- Evil Genius
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Re: Javenloft
Eric, so I guess we can start in the campaign with Dimmer in Nevuchar Springs (a secluded elven town bordering the Mists) or Il Aluk (the "Pre-Necropolis"melting pot).
Re: Javenloft
So I hope to have some free time this weekend. I'll get going on a character then.
Re: Javenloft
This site is really hard to use on mobile phone. Love the name of the thread. I will start on a character ASAP
- Nemesio
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Re: Javenloft
Cool. Cool.
- Nemesio
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Re: Javenloft
Lemme know if you guys need any guidance with ya characters.
You can do a lot of research on Ravenloft online. There is a Ravenloft Wiki for instance if you want to use it to piece together a back story for a Ravenloft native. Outlanders are expected of course.
Technically your characters can be from any campaign world, plane of existence, or time period within reason.
Ravenloft native characters obviously make my job a little easier though.
You can do a lot of research on Ravenloft online. There is a Ravenloft Wiki for instance if you want to use it to piece together a back story for a Ravenloft native. Outlanders are expected of course.
Technically your characters can be from any campaign world, plane of existence, or time period within reason.
Ravenloft native characters obviously make my job a little easier though.
Re: Javenloft
Ex Talon from Falkvonia any good?
- Nemesio
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Re: Javenloft
Oh yah!
Re: Javenloft
Jay, it's up to you where we start. I gave you the story up through him leaving Il Aluk and Darkon so that you could place him anywhere among the PCs, but I wasn't sure how much of the story to share with them or where exactly you wanted to start.
I just want to make sure he doesn't get "stuck" not having his memories somewhere once the other players are ready to roll.
I just want to make sure he doesn't get "stuck" not having his memories somewhere once the other players are ready to roll.
Re: Javenloft
As this is not the forum for actual play. I felt I should leave this here, you're all welcome!
Have you ever watched Animaniacs? Have you ever seen any of the "Chicken Boo" episodes?
We had been playing a campaign for quite some time, allowing us to become high level. During the course of our game, our druid Onar took the Leadership feat after earning the respect of his peers in the Gatekeeper sect. He awakened his animal companion and took him as a cohort. We were somewhat perplexed by Onar's decision to have the bear take all his PC levels in rogue, especially by the amount of money that Onar spent buying his cohort magic items that boosted the disguise skill.
During a timeskip, Meatfists the awakened bear rogue had resurfaced as Mr. Bearington, a gentleman of high society wearing specially tailored bear sized suits and a monocle. A dandy of few words, he was a respected patron of the arts, medicine, and a known connoisseur of gourmet cooking. His attendance at upper crust functions was expected and though his thick accent often obscured his meaning, it only added to his mysterious allure.
Occasionally though, there would come one of those rare moments when Mr. Bearington's disguise was prepared below his normal impossible level and a random party guest just happened to have a rare moment of impossible insight.
"Oh, my god! That's a bear! That's a giant bear!" Silence would roll through the ballroom. "Don't any of you see it!? That is a giant bear in a suit!"
The mayor swiftly steps forward: "Mr. Bearington is a pillar of our community and he will not suffer the slander and mudslinging of a nincompoop! Methinks, if you cannot handle your wine you should not partake! Guards, remove this man from the grounds!"
"Why won't any of you listen! He's a bear! He's a beeeeaaaar!" He would yell as he was dragged kicking and screaming from the premises.
"I'm terribly sorry about that Mr. Bearington."
"Rar. Rararar."
"I assure you I do not tolerate that sort of behavior."
"Rar! Rarar."
"Why don't we retire to the dinner table? I've had the chef prepare an extra rare steak, just the way you like it. Let us dine, we can forget all this unpleasantness, and get down to words on the new opera house."
"Rawr!"
By: Dr Gunsforhands
Have you ever watched Animaniacs? Have you ever seen any of the "Chicken Boo" episodes?
We had been playing a campaign for quite some time, allowing us to become high level. During the course of our game, our druid Onar took the Leadership feat after earning the respect of his peers in the Gatekeeper sect. He awakened his animal companion and took him as a cohort. We were somewhat perplexed by Onar's decision to have the bear take all his PC levels in rogue, especially by the amount of money that Onar spent buying his cohort magic items that boosted the disguise skill.
During a timeskip, Meatfists the awakened bear rogue had resurfaced as Mr. Bearington, a gentleman of high society wearing specially tailored bear sized suits and a monocle. A dandy of few words, he was a respected patron of the arts, medicine, and a known connoisseur of gourmet cooking. His attendance at upper crust functions was expected and though his thick accent often obscured his meaning, it only added to his mysterious allure.
Occasionally though, there would come one of those rare moments when Mr. Bearington's disguise was prepared below his normal impossible level and a random party guest just happened to have a rare moment of impossible insight.
"Oh, my god! That's a bear! That's a giant bear!" Silence would roll through the ballroom. "Don't any of you see it!? That is a giant bear in a suit!"
The mayor swiftly steps forward: "Mr. Bearington is a pillar of our community and he will not suffer the slander and mudslinging of a nincompoop! Methinks, if you cannot handle your wine you should not partake! Guards, remove this man from the grounds!"
"Why won't any of you listen! He's a bear! He's a beeeeaaaar!" He would yell as he was dragged kicking and screaming from the premises.
"I'm terribly sorry about that Mr. Bearington."
"Rar. Rararar."
"I assure you I do not tolerate that sort of behavior."
"Rar! Rarar."
"Why don't we retire to the dinner table? I've had the chef prepare an extra rare steak, just the way you like it. Let us dine, we can forget all this unpleasantness, and get down to words on the new opera house."
"Rawr!"
By: Dr Gunsforhands
Re: Javenloft
Wtf Matt hilarious. So what's your character concept?