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Gaming W/Jemal - FinalFantasy D&D (Going Again!)

Well, in my world info I pointed out that it used to be an advanced civilization, and in the Summoning section I mentioned (Though FEW know it) that the Avatar of Fire lives in an underground ruin there.
Only problem is that'll mean they won't be encountering you for a while.

As for the familiar...

Change the Poison to shocking grasp, and come up with enough tricks to make it from normal to Improved Familiar. (Increased stats or speed, maybe an armour bonus due to being made from metal...)
 

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Hmm! Perhaps then I could be -planning- an expedition to the desert...that might bring me in sooner. Especially if my plans can be put on hold while I help them out with something else.
 

Leita : Ranger : Love Interest

Tailspinner said:
Love Interest: Leita has grown up in the same town as Kyo and has always secretly loved him. She is an accomplished woodsman and constant companion of Kyo. She cannot see herself ever leaving his side. She is even tempered and cheerful, except when it comes to her love for Kyo.

Using my previous submission...

Still working on details.

Recent background: Leita has disappeared. No one seems to know where she has gone.

Possible tie-ins:
Captured: Leita has been captured by <INSERT BOSS HERE> and she needs to be rescued. The boss has left a clue behind as to where Kyo and the others can find her.
Picking Flowers: Leita has finally worked up her nerve and decided to profess her love to Kyo. She decided to go pick some sweet smelling flowers and got lost.
 

First draft of gadgetmage!

Let me know if there's things that need changin', or suggestions you have.

[sblock]Name: Alexandra "Alex" Percival Howard Rammikin the Third
Race: Human
Class/Level: Wizard 8 / Effigy Master 4
Gender: Female
Exp:

Desc: Slim and a bit short, with mouse brown hair cut in a short pageboy style, blue eyes staring out from behind wire spectacles, and wearing her usual vest, shirt and breeches, Alexandra can pass for a young boy, if a somewhat obnoxiously effeminate looking one. Her cheeks are a little round, with a thin pattering of freckles. Despite her impressive manual dexterity and sure fingers, she always LOOKS a bit awkward, as if she might trip over her own longish legs. Her glasses magnify her already naturally large eyes so that she seems to have an expression of perpetual amazement at everything she looks at. A leather satchel full of her magical supplies hangs over her right shoulder, and a pack over her left.

Strength (STR) 10
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 22
Wisdom (WIS) 14
Charisma (CHA) 12

Alignment: Neutral Good
AC: 12 (10 + 2 Dex) Touch 12, Flatfoot 10
Hit Points: 55/55
Movement: 30'

Init: +2
Base Attack Bonus: +6/+1
Melee Attack: +6
Ranged Attack: +8
Fort: +8
Reflex: +8
Will: +15

Race Abilities
Bonus feat
Bonus skills

Class Abilities:
Scribe Scroll (Note "scrolls" are one-time usable gadgets)
Familiar
Bonus feats
Craft Effigy (up to 12 HD)
Improve Effigy

Skills: 78
Concentration (Con) +17 (15 ranks +2 Con)
Craft (Alchemy) (Int) +18 (12 ranks +6 INt)
Craft (metalwork) (Int) +18 (12 ranks +6 Int)
Knowledge (arcana) (Int) +16 (10 ranks +6 Int)
Knowledge (architecture/engineering) (Int) +17 (11 ranks +6 Int)
Spellcraft (Int) +16 (10 ranks +6 Int)
Use Magic Device (Cha)(CC) +4 (4 ranks (8) + 0 Cha)

Languages - Common, Gnome, Dwarf, Giant

Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Brew Potion
5B - Craft Wondrous Item
6 - Craft Wand
9 - Improved Familiar
12 - Storm Bolt

Spellcasting (CL 11, Base DC 16+lvl)

Prepared
0 - Resistance, Detect Magic, Mage Hand, Mending
1 - Shield, Magic Missile, Repair Light Damage, Grease, Ray of Enfeeblement, Feather Fall
2 - Bull Strength, Cat's Grace, False Life, Repair Moderate Damage, Glitterdust, See Invisibility
3 - Dispel Magic, Haste, Stinking Cloud, Lightning Bolt, Bands of Steel
4 - Dimension Door, Mass Resist Energy, Repair Critical Damage, Arcane Eye
5 - Greater Blink, Cloudkill, Channeled Sound Blast
6 - Disintegrate, Analyze Dweomer, Chain Lightning

Spellbook
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 - Mage Armor, Shield, Magic Missile, Repair Light Damage, Unseen servant, Identify, Grease, Ray of Enfeeblement, Feather Fall, Comprehend Languages, Endure Elements, Hold Portal, Alarm
2 - Bull's Strength, Cat's Grace, Scorching Ray, See Invisibility, Rope Trick, Darkvision, Knock, Mirror Image, Invisibility, Glitterdust, False Life, Repair Moderate Damage
3 - Dispel Magic, Magic Circle vs Evil, Lightning Bolt, Haste, Slow, Shrink Item, Wind Wall, Heroism, Stinking Cloud, Explosive Runes, Bands of Steel, Stony Grasp
4 - Arcane Eye, Resiliant Sphere, Black Tentacles, Dimension Door, Secure Shelter, Greater Invis, Mass Resist Energy, Repair Critical Damage, Orb of Force
5 - Telekinesis, Channeled Sound Blast, Teleport, Lightning Leap, Waves of Fatigue, Greater Blink, Cloudkill, Dismissal, Wall of Stone
6 - Disintegrate, Analyze Dweomer, Chain Lightning

Money - 2912

Spells
7500 (purchased at 50gp x spell level)

Weapons -
Some kind of steam/clockwork repeating crossbow

Armour -
Robes or "mage gear" of some kind?

Gear -
Spell component bag, 5gp, 2lbs
- Sundry Components
- Focus: 1500gp Analyze Dweomer
Everburning torch, 110gp, 1lb
Acid flasks x2, 20gp, 2lbs
Alchemist's fire x2, 40gp, 2lbs
Sunrod, 2gp, 1lb
Smokestick, 20gp, .5lb
Bedroll, 1sp, 5lbs
Scroll cases x5, 5gp, 2.5lbs
Small bound journal, 5gp, 2lbs
Ink and pens, 10gp
Belt pouch, 1gp, .5lb
Tent, 10gp, 20lbs

Magic -
Blessed Book, 12500
Headband of Intellect +2, 4,000
Vest of Resistance +3, 9,000
Handy Haversack, 2,000
Wand of Mage Armor 50/50, 750gp
Potion of Cure Light Wounds x2, 100gp

Background:
As her name suggests, Alexandra is the scion of the Rammikin family; a 'noble' family in terms of royal lineage, though one fallen on hard times both politically and economically. Born at a time when her House is seeking an heir, Alexandra was an embarrassment to her father in almost every concievable way. For one, a daughter for a first-born...certainly not a fate worse than death, but still an irritation to the highly patriarchal family head. Second, her intellectual brilliance paired with her complete lack of regard for the nuance of political ambition or interpersonal relationships made her precisely the opposite of everything the Senior Rammikin felt a person of noble heritage SHOULD be. It wasn't that she disliked people, or was even disliked BY them...she simply failed to inspire loyalty and/or terror in those she met. To most she came across as a vaguely pleasant young woman with a sunny disposition, but easily forgettable. To the few that spoke to her on matters of interest to her, she came across as incredibly excitable and knowledgeable...even to the point of comical incoherence.

Tragand Boyle Rammikin the Second did not wish his heir's older sister (for by this time his wife had borne him a boy at last) to be remembered as forgettable (Alexandra tried pointing out the obvious problem with this position, but it only made things worse) or worse, a laughingstock. However, there was no explosive row, no midnight escape brimming with tears. For all his faults, Tragand loved his family and Alex as well...he just came from a time and tradition where expressing love meant "beating periodically and being hardass to" for sons and "more or less ignoring until married" for daughters. And, for what it was worth, Alex fully recognized that she was not well suited for the noble lifestyle, anymore than the noble lifestyle was well suited to her.

She made her way to Linnburg, determined to leave her family name behind. In Linnburg she managed to apprentice herself to an alchemist, and spent long hours mixing odd-smelling, volatile ingredients to make such saleable sundries as tindertwigs and sunrods. It also put at her disposal large amounts of varying gauges of copper and bronze wire, as well as small plates that could easily be bent, heated, and cut. She started by simply making little racks and holders to organize the ingredients. Inside a year, she was using springs, coils, and alchemy to make small articulated arms that could select and retrieve items from the racks.

Her master, an alchemist by the name of Tofan Fredry, saw in her a talent that transcended his pedestrian arts, and introduced her to his brother; the owner of a local inn...and practitioner of magical secrets in an underground cabal...one dedicated to searching out the secrets of 'magitek,' a mystical art lost to all but the aggressive Southern Kingdom. It was a dangerous line of work, as the Kingdom had agents everywhere, with instructions to destroy any and all who were caught trying to uncover the lore that had made the Southern Kingdom all but unstoppable.Alex accepted the danger though; driven by her (some would say foolish) curiosity. She delved into the use of animated objects and constructs and researched deeply the ancient histories. She found that the Great Desert was said to have the bones of once mighty cities still standing, scoured to the nubs by sand and heat. From there she made a leap of faith. Magitek had to come from SOMEWHERE. What if the ruins in the Great Desert held clues? Even answers? To that end, she worked with fragments of pottery and pored in libraries for long forgotten papers and treatises, and finally applied some of her own experiences with alchemical and mechanical techniques. The result was a form of construct very different from contemporary golems. More fragile, yes...but also infinitely simpler and less expensive to create and empower. Like golems, these 'effigies' were animated by bound elemental spirits. Unlike golems, they were created to appear very lifelike, using clockwork articulation to make its movement seem natural, and outer layers of hide and leather made to look like fur and skin. It wasn't magitek...but it was closer than just about anything seen outside the Andren Empire for years.

Even so, she knew if she could just get to the desert, lay her hands on the original texts, in the original languges. Maybe get access to actual constructs and items of magitek that had lain inactive for centuries in old tombs and buried cities... If she could do that, then she just knows she could figure it out, and not have to rely on the bastardized half-magic she's managed to work out up until now.

Familiar:

"Max"
Spiderbot
Tiny Construct (based on Tiny Hunting Spider)
Hit Dice: 1/2 d8 (27hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 21 (10 +2 size, +3 Dex, + 6 natural), touch 15, flat-footed 18
Base Attack: +6
Attack: "shocker" arm +11 melee touch (1d6 lightning)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Shocker arm
Special Qualities: Construct traits, darkvision 60 ft, tremorsense 60ft, low light vision, Grant Alertness, Share Spells, Imp Evasion, Empathic Link, Deliver Touch spells, Speak w/Master, Speak with ?constructs?
Saves: Fort +3, Ref +6, Will +10
Abilities: Str 3, Dex 17, Con -, Int 9, Wis 10, Cha 2
Skills: As master
Feats: Weapon Finesse(B)

Effigies:

"Rover"
Effigy CHUUL
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Claw +17 melee (2d6+9)
Full Attack: 2 claws +17 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+9, improved grab
Special Qualities: Construct traits, darkvision 60 ft., low light vision
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 24, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: Market 29000. Creation: 14500, 960exp[/sblock]
 
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OK, I suppose theres a few things I want to ask. First off, what you you prefer my character be 24/7... a Dire Lion or a little pink haired human girl. Second question, do you want me to post my character in the RG, even if its not coming in till later. Lastly, I have a little location I constructed for my blink dogs background if you want to use it.


Land of Tarboness: The land of Tarboness is a place where the spiritual energy of the world and the real world begin to blend. Here you find many unusual creatures, with a spiritual excisitance that transcends the normal world. Ghosts, Blink Dogs, Wendigos, and a huge assortment of other strange monsters wander aorund there. But the thing of most value to find is a group called the Tarboness Mystics. Living on a flatspot that for some reason is warm, with no snow, they continue worship of the planet. Druids and Clerics with a mastery of Nature, they stay away from the rest of the world. Their existance is usually considered a myth to the rest of the world.

To tie this area in with my character, she was an unusual being. A Blink Dog found with a human heart. They raised her in the temple, and she soon began to share in the Mystics powers. She could shape nature, and even her own form, to her will. Embracing human society, she leanred and grew, but soon developted a lust for adventure the mystics lacked. Leaving her homestead, she travelled through the icy wastelands, searching for what was out there.

I haven't been able to figure out how she can get herself tied to the party yet.


Also, Blink Dogs don't have a favored class. I don't suppose I could have Druid as a Favored Class?
 
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Cool beans, Jemal, thanks for that summoning section. Let's see... a conjurer sounds good, however, you'd have to PM me some of these feats you speak of, since I've only got access to the Core rules.

Level 12, was it? Let's see...how about a summoner who's left the village in Walesh to find the Avatar of the Moon? He'd heard references to it, and searched the village library to learn more, but found very little. Maybe his mother was a spectacular sorceress who was bound to the Avatar of Weather, but she died shortly after his birth. He grew up hearing about what she had done, and practiced summoning so that he could become the village's next great mage.

When he had studied for a while, he tried to bind himself to the Weather, but it would not have him as it's summoner, thus he searches for the Moon's Avatar. I'll work on it. Is there any information you need right away?

Names, by the way, for a dessert: Sem al'd nal, Heliotropolis, Sd 'nasarh As, or Si lo Portolieh
 

Jemal said:
So the question is : Do you want to roleplay Aluf/Kyo/Mikken/Frida getting ready and going to the caravan, or should we start with the caravan leaving, everybody allready there?

I'll put my vote down for a short "getting ready" beginning, just as the characters are leaving and getting ready to board the caravan.

I have to say I'd love to see the FMV of the city as it begins to leave. I'm sure it'd be breathtaking. :p It'll just have to reside in my imagination, ah well.

And... Forest/Life summon = White Mages? hmmm..... :cool:
 

Kyo!

And though it took me way longer than I thought (Stupid sickness), Here is Kyo. Think I did a pretty good job balancing him against all the main characters.


Kyo
Human Swordsman (Fighter 4, Swashbuckler 3, Iaijutsu Master 1, Exotic Weapon Master 1, Dervish 1)

Ability Scores:

Strength: 20 (Starting 16, +2 level, + 2 item.)
Dexterity: 16 (Starting 14, + 2 item.)
Consitution: 16 (Starting 14, +2 item)
Intelligence: 20 (Prime. +2 item.)
Wisdom: 10
Charisma: 10

HP: 90 (http://invisiblecastle.com/find.py?id=1093472)

AC:21
Initiative: +7
Move: 40ft

Fortitude: 14 (9 Base + 2 resistance +3 Stat.)
Reflex: 12 (6 Base + 2 Resistance + 3 Stat + 1 Grace.)
Will: 6 (+4 Base + 2 Resistance.)

Base Attack Bonus: +10
Melee Attack Bonus: +15
Melee Routine: Bokken - +17/+12 (1d8+15)

Skills: Total = Ranks + Mod.

Listen: 10 = 10 + 0
Heal: 9 = 9 + 0
Iaijutsu Focus: 9 = 9 + 0
Perform(Dance) : 16 = 13 + 3
Knowledge(Fighting styles): 12 = 7 + 5
Sense Motive: 13 = 13 + 0
Tumble: 15 = 12 + 3
Handle Animal: 8 = 8 + 0
Balance: 13 = 10 + 0
Swim: 7 = 2 + 5
Climb: 8 = 3 + 5
Craft(Weaponmaking): 9 = 4 + 5

Feats & Progression

1 Swashbuckler (Weapon Focus, Weapon Finesse, Dodge)
2 Swashbuckler (Grace +1)
3 Swashbuckler (Insightful Strike, Mobility)
4 Fighter (Improved initiative.)
5 Fighter (Combat Expertise)
6 Fighter (Exotic Weapon Proficiency)
7 Fighter (Expertise +)
8 Iaijutsu Master (Weapon Finess(Katana), Canny Defence)
9 Exotic Weapon Master (Uncanny blow)
10 Dervish (Dervish Dance 1/day, AC Bonus +1, Movement Mastery.)

Class abilities

Grace - Competence bonus to Reflex saves if not wearing medium or heavier armor.
Insightful Strike - Intelligence as a bonus to melee damage rolls with a finess weapon
Weapon Finesse(Katana) - Treat the Katana as a viable target for weapon finesse.
Canny Defence - Add intelligece modifier as a bonus to in no armor.
Uncanny Blow - Add 2x Strength modifier to damage rolls with an exotic 1h weapon.
Dervish dance - Can move up to movement speed and attack in one round. Must move between attacks. +1 to hit and damage/2 levels.
AC bonus - Adds to AC dependant on level.
Movement Mastery - Can take 10 on Perform(dance), tumble and Jump.

Equipment

Bokken (Masterwork. Nonmagical 1d8 damage. Counts as Katana.)
Katana. (Primary)
Vest (Armor)
Gloves of Dexterity +2 (4000gp)
Bracers of Strength +2 (4000gp)
Shirt of Health +2 (4000 gp)
Headband of Intellect (4000gp)
Cloak of resistance +2 (4000gp)
Amulet of Natural Armor +1 (2000gp)
Ring of Protection +1 (2000gp)
Boots of Striding and Springing (5500gp)
Mantle of Second Chances (6000gp) [1/day, reroll failed save.]
500 GP left over.

Hmm, I'd like to see a little bit of character interaction before things get under way. Though either works really. Most RPG's tend to either throw you into action immediately or have a little bit of a wind-up. I'd prefer to have a little of the latter just to get the interaction between starting pc's settled. Maybe everyone packing morning of sort of thing?
 
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And... Forest/Life summon = White Mages? hmmm.....
Yep, and if you just happen to be lucky enough to find the Avatar of the Forest, you could conceivable be able to bind & summon him since you're a white mage.

Same goes for the Necromancer and the Avatar of the Grave.


Shayuri - Looks good. As for the 'mechanical crossbow'... Well since you're the one who's been searching for lotsa gadgets, perhaps you've managed to come across one of the rare "guns"...

Tailspinner - Hmm, I think I've got an idea on that regard. I'd be willing to have Leita start with the party, and then get taken away fairly early, to be returned later when she is rescued... How's that sound? You would end up Roleplaying a bit and then soon getting taken, probably causing dilema and/or party split to get you back.

Darimaus - Well you're supposed to be filling the freak/mascot/animal role, so staying in an animal form most of the time would be preferable. The place sounds cool. Go ahead with Druid as Favoured class. Also feel free to post the char.

*All of you guys who aren't actually 'in' yet can post them, though be warned your level and/or gear may change.

Those in the starting party who haven't posted characters yet, lets get to it, eh?
 

TheMagician said:
Cool beans, Jemal, thanks for that summoning section. Let's see... a conjurer sounds good, however, you'd have to PM me some of these feats you speak of, since I've only got access to the Core rules.

Level 12, was it? Let's see...how about a summoner who's left the village in Walesh to find the Avatar of the Moon? He'd heard references to it, and searched the village library to learn more, but found very little. Maybe his mother was a spectacular sorceress who was bound to the Avatar of Weather, but she died shortly after his birth. He grew up hearing about what she had done, and practiced summoning so that he could become the village's next great mage.

When he had studied for a while, he tried to bind himself to the Weather, but it would not have him as it's summoner, thus he searches for the Moon's Avatar. I'll work on it. Is there any information you need right away?

The way I was thinking it, you've left because you have a feeling you need to find the avatar's.. Something important is happening. You tried to get the Avatar of Weather to help, but she would not allow it. She said that guarding the village was more important than finding out what's happening, but told you that if you DO manage to bind some of the others, that would be enough proof that something serious is coming. She has agreed to join you if you return with two or more bound Avatars. The elders of the village also warned you as you set out on your quest that there may be other summoners out there trying the same thing, so to be on your guard.

Don't need any more right away, I'm still trying to figure at which point to work diff. characters in.
 

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