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evedgebah

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  1. Born in North Reach of Yeomanry, Maximilian's father was a watchman, his mother tended hearth and home. Life at the edge of the mountains was tough, with Jotun and other raiders being not uncommon. He learned to fight at a young age, and quickly adopted his family faith of Kord. Max was never the strongest of the lads, but he was swift and hearty. Above all, he showed courage and perseverance. He was quickly accepted to the church of Kord and trained himself to seek out and fight evil. He lost his parents to the Red Death outbreak of 576. Shortly thereafter, he left his home to fight evil at its sources.

    When conflict broke out in 578, he arranged passage and joined the war between the Great Kingdom and the Nyrond Alliance. He served in the Great Kingdom until the Greyhawk Wars broke out and was eager to join the fray. When the fighting ended 584, he traveled to the Free City to see it's splendor and in hopes that such a location would garner more challenges for him to come.

    Now an older ex-soldier, he has become a vagabond hero in his own mind. A defender of the weak, he dons heavy armor and shield. His bravado remains, but his style has become more defensive over the years. With a big and boisterous personality, he's a hard man to miss when he wants to be seen or heard. With his strength waning some, he still holds onto the tenets of Kord and his faith. Though the sword has decreased in size, his bravado has only increased.

    Maximilian Dagrépont

    MV5BMTQ1MDkwNjAzOV5BMl5BanBnXkFtZTcwMjEwNzgwMw@@._V1_SX774_CR00774499_AL_.jpg.aba2eac43798508f116b96bfeabaa6eb.jpg

    [URL=/sheets/?id=2857093][B][SIZE=+1]Maximilian Dagrépont[/SIZE][/B][/URL] Male Chaotic Good Human Paladin, [B]Level[/B] 5, [B]Init[/B] 2, [B]HP[/B] 60/60, [B]DR[/B] 0, ER Fire 4, Frost 3, Shock 3, Acid 3, [B]Speed[/B] 20 [B]AC[/B] 24, [B]Touch[/B] 12, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 12, [B]Ref[/B] 9, [B]Will[/B] 12, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 5 [B]+1 Starknife of Kord [/B] +13 (1d8+7, 20/x3) [B]+1 Defensive CE 5 Starknife of Kord (+9 AC) [/B] +9 (1d8+7, 18-20/x2) [B]+1 Full Plate[/B], [B]Masterwork Heavy Steel Shield[/B] (+10 Armor, +2 Shield, +2 Dex) [B]Abilities[/B] Str 11, Dex 14, Con 14, Int 12, Wis 15, Cha 22 [B]Condition[/B] Boisterous [b]Skills:[/b] Diplomacy +15, Perception +10, Sense Motive +10, Knowledge (Planes/Religion) +9, Acrobatics +2 (with ACP) [b]Static Buffs:[/b] Immune to Disease and Fear, Endure Elements, +4 on most checks and damage vs Evil Outsiders [b]Per Day Abilities[/b] Lay on Hands: 8 of 8 remaining (2d6+6 Healing Single or 3d6 AOE) Divine Bond 1 of 1 remaining
    Maximilian Dagrépont
    Male Chaotic Good Human Paladin, Level 5, Init 2, HP 60/60, DR 0, ER Fire 4, Frost 3, Shock 3, Acid 3, Speed 20
    AC 24, Touch 12, Flat-footed 22, CMD 17, Fort 12, Ref 9, Will 12, CMB +5, Base Attack Bonus 5
    +1 Starknife of Kord +13 (1d8+7, 20/x3)
    +1 Defensive CE 5 Starknife of Kord (+9 AC) +9 (1d8+7, 18-20/x2)
    +1 Full Plate , Masterwork Heavy Steel Shield (+10 Armor, +2 Shield, +2 Dex)
    Abilities Str 11, Dex 14, Con 14, Int 12, Wis 15, Cha 22
    Condition Boisterous
    Skills: Diplomacy +15, Perception +10, Sense Motive +10, Knowledge (Planes/Religion) +9, Acrobatics +2 (with ACP)
    Static Buffs: Immune to Disease and Fear, Endure Elements, +4 on most checks and damage vs Evil Outsiders
    Per Day Abilities
    Lay on Hands: 8 of 8 remaining (2d6+6 Healing Single or 3d6 AOE)
    Divine Bond 1 of 1 remaining

     

    I Need a Hero (Bonnie Tyler)

    The barmaid yelps and hustles to the bar.

    "I wouldn't do that again son." Max says with his deep baritone voice, sipping his ale. His large cloak is grey, stained, wrinkled, and torn. It's bulk conceals his form save for his protruding greyed beard and his dented gauntlets. He doesn't turn to acknowledge the rapscallion who groped the lass. He gets laughter and curses in reply. Some rot about old man and minding his business.

    The woman walks back past Max carrying an armful of mugs. Another yelp. The sound of drinks crashing to the floor. More laughter.

    Max stands up, kicking his stool back as he spins around. One of the men pulls a dagger from his boot and sneers. Max glances at his own blade and shield, sitting with the bouncer at the entrance of the tavern as per policy. He flings back his cloak dramatically, revealing a red, white, and blue tartan, the heraldry of Kord, the Brawler. Dagrépont bellows a battle cry as the chaos of battle ensues.

    "FOR HONOR AND GLORY! THE POWER OF KORD COMPELS YOU! FIGHT ME LEST YE BE COWARDS BEFORE YOUR GODS!" (Replace "England" with "Kord")

    The man is a tank in his full plate armor. It's quickly apparent that the leather-clad hooligans stand no chance against him in a fair fight. One grabs a patron and flings them at Max, the poor man crumbling against his armor. The man with the dagger moves to flank Max. He swings wildly and desperately, oblivious to the injuries he inflicts on the panicked bystanders in the crowded tavern. Max barrels on into the melee, swinging at the assailants and shrugging off any blows against him, even as some few find purchase between the plates of his armor.

    In under a minute, and despite their underhanded tactics, he chases the brigands out of the World's End, laughing and yelling all the while. Turning around, he lets out a triumphant roar as he saunters back into the middle of the room. Many are groaning and clutching injuries on the floor and furniture. They look up in fear at the intense countenance of the ironclad figure before them. Max raises his hands into the air and a warm blue explosion of light emanates from him, washing over the injured and closing their wounds.

    "VICTORY!"

    He nods to the flabbergasted patrons and staff and steps to the door, grabbing his blade and shield from the cowering bouncer. The man gets a frown and a shake of Max's head as the wandering paladin exits the establishment to seek his next challenge.

    Dice and Stat Gen

     

    11 11 14 15 15 16

    11 15 15 11 14 16

    10 14 14 12 15 17 Middle Age

    10 14 14 12 15 19 Human

    10 14 14 12 15 20 Level 4

    Other Chargen notes

    Paladins normally have to be LG in Pathfinder, but there's tons of variants both there and in D&D. Ideally I'd like to have the Desna Feat to allow Charisma to Hit and Damage, but Desna isn't in Greyhawk. Her portfolio consists of Dreams, Luck, Stars, Travelers, and Domains Chaos, Good, Liberation, Luck, Travel. So there's a bunch that could qualify. I don't care about the Starknife in particular if you'd prefer I stick to a Greyhawk deity more closely. Dalt or Kord are probably closest (I'd prefer Kord for a Paladin of Freedom vibe). Lirr could work too, or Olidammara. I'm a bit flexible on the deity end.

    https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Paladin Faithful Wanderer

    https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Paladin Tempered Champion

    https://www.aonprd.com/ClassDisplay.aspx?ItemName=Paladin - Of Freedom

    Skills Changed from Wanderer
    Aura of Good > Changes to Alignment of Plane he is on (Wanderer)
    Detect Evil Wanderer Archetype Loses it
    Smite Evil > Stalk Evil: +4 bonus on Hit, Damage, Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders
    Divine Grace: + Cha to Saves
    Lay on Hands: 2d6 CHA+2 per day = 8
    Aura of Courage: Self only - Immune to Fear
    Divine Health: Immune to Disease
    Mercy: Lay on Hands also cures Shaken
    Channel Energy: 3d6, 2 Lay on Hands to use
    Divine Bond: Weapon, 1 min, +1 or defending, flaming, keen, or merciful
    Spellcasting > Divine Weapon Specialization (TC): Bonus Feat [4] and Warpriest Weapon Base Damage

    Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int)

    Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival

    INT+5 Skills Per Level (+4 Paladin Wanderer, +1 Human)

    Diplomacy
    Acrobatics
    Sense Motive
    Perception
    Knowledge (Planar)
    Knowledge (Religion)

    Alternate Favored Class bonus: +1 to a single Elemental Resistance at each level (+1 to Cold, Shock, Acid, +2 Fire)

    1 [B] Antagonize: Diplomacy to impose penalties if enemy does not attack him
    1 [H] Weapon Focus: Divine Fighting Technique Weapon Group - Starknife? - Archetype makes the base not matter.
    1 [R] Defensive Expert: +4 to AC when Fighting DefensivelyYou gain a +6 bonus to AC when benefiting from cover instead of the normal +4 bonus to AC. (If you use the rules for varying level of cover, you gain a bonus to AC +2 higher than normal.) You gain a +3 dodge bonus to AC when fighting defensively instead of the normal +2 dodge bonus. If you have 5 ranks of Tumble, you gain a +4 dodge bonus to AC when Fighting defensively instead of the usual +3 dodge bonus.
    1 [T] World Traveler: Diplomacy Class Skill and +1
    1 [T] Unscathed: +2 to all Elemental Resistances that are at least +1
    3 [B] Swordplay Style: +1 Shield to AC when Fighting Defensively, ignore first Combat Expertise Penalty each attack round
    4 [B] Greater Mercy: +1d6 Healing if Mercy is not needed
    4 [P] Divine Fighting Technique: Charisma to hit/damage
    5 [5] Reward of Life: + CHA to Lay on Hands Healing others

    10,500 GP

    +1 Full Plate 2,650 GP
    +1 "Starknife" 2,324 GP - Tempered Champion Archetype makes the base Damage 1d8 regardless of choice.
    Masterwork Steel Shield 170 GP
    Vest of Endure Elements 1,000 GP
    Headband of Alluring Charisma (+2) 4,000 GP
    Anytool 250 GP
    Masterwork Backpack 50 GP: +1 STR for Carrying Capacity
    Wooden Holy Symbol 1 GP

    55 GP

     

     

  2. Varrik notes being snubbed, but also Yessna getting attention. He lets her take the lead, despite his proclivity towards gab. The racism is apparent, and perhaps she can open the door to a warmer welcome for him and the others.

  3. Enoch is slow to join the others, not caring for the politics going on here. He arrives at Jake's place as Farhvan is talking about plots. "You can get involved in politics if you want, but that's a sure fire way to draw attention to yourself. We need to find our ship, scavenge, buy, or steal any tech we think will help us, and then get on with our mission. We're all contractually bound still, don't forget.

    All of this alongside the possibility of having had surreptitious devices ,scans, or forms of tracking placed upon or in us while were were in the SIM itself.

    That being said, I'm not opposed to tenuous alliances if they get us closer to our goals."

     

     

  4. "I'm hesitant to attempt to create an AI at all. But it's moot. If I program one, it will do what I program, so it would invariably follow our instructions. No, we need access to one of the ones inherent to this planet.

    I had some connections in government in the SIM who may be able to facilitate access to one."

    The cyberneticist replies.

  5. He pauses, pursing his lips and glancing at Ross. "You have some degree of cybernetic augmentation. To further test, we would need to try some EMP type effects or take more than just a blood sample. We won't proceed without your consent."

  6. Enoch goes back over to Zora. "We took some samples, and I have some follow up questions. Did you undergo any cybernetics or biological enhancements that I was not involved with? Or any periods of captivity? I had an unfortunate event during my SIM where I was detained briefly by hostile forces, as an example. Anything nefarious happen to you?"

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