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DeathAdams

PostPosted: Wed Jan 16, 2013 1:13 pm
[ Character Sheets ]


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[ Premise/Foreword ]
Ties with the gods are dark. The gods are quarrelling, and the rest of the world is mirroring the heavens as everyone and thing prepares for war.


[ Setting Information/Background ]
This is a homebrew setting for Pathfinder, based in an alternate reality of the Ancient Greeks. The Pantheon shall be replaced by the Dodekathon, as well as a few additions. You will be playing as influential humans, strange creatures from the Underworld, or perhaps the commanders of one of the warring gods. Whatever your position is, it’s freed you from the dues of normal society.

[ Game Introduction/Plot ]

You will all be starting in the town of Remina. It’s small, out of the way, and a good way for one of Hades’ subordinates to strike terror into the humans. However, even if you are a creature with origins in the Underworld, Hades’ armies don’t distinguish ally from enemy. They often break out into infighting.


[ Character Creation ]



Available Sources:Classes; All Core Books (Including the Antipaladin, ninja, and Samurai Alt Classes)
Races: Only the Homebrews provided, and standard Humans.

Banned Resources: Anything not listed.

ECL: 7
Gold: Normal for Level
Races:See Above
Ability Scores*:4d6 Drop Lowest, Reroll 1 (2x Max)
xxxxxxxxxx*
Hit Points: Max First, Roll after
Alignments:NO CE.
Pantheon: Greek with Additions Listed Below
Backgrounds:The more elaborate the background, the more likely I will give you a MI related to the background.

[ House/Optional Rules ]

1] Firearms are considered in the Emerging Stage.
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PostPosted: Wed Jan 16, 2013 1:14 pm
Aegyl: Humanoid (Avian) (0 RP)
Medium Size (0 RP)
Normal Speed (0 RP)
Weakness (-1 RP) +2 Dex, +2 Wis, -4 Str
Standard Linguistics (0 RP) (Common, Auran) + (Ignan, Infernal, Terran, Old Common, Draconic, Elven, Slyvan)
Ancient Foe: Draconic (3 RP) Members of this race get a +2 Dodge bonus against this type of monster and a +2 racial bonus on combat maneuvers to grapple said monster type.
Flight (10 RP) : Fly Speed 60 ft Perfect Maneuverability
Elemental Vulnerability (-2 RP) Fire
Total: 10 RP

Malos: Humanoid (Monstrous) (3 RP) (Darkvision 60 ft)
Small: (0 RP) (+1 Size Bonus AC, +1 Attack, -1 CMD, +4 Stealth)
Slow Speed (-1 RP) (Base Speed 20ft)
Weakness (-1 RP): +2 Con, +2 Int ,-4 Dex
Xeno Phobic (0 RP): Undercommon +(Common, Auran, Terran, Abyssal)
Natural Armor (2 RP) +1 Natural AC
Mountaineer (1 RP): Members of this race are immune to altitude sickness, and do not lose Dex Bonus on Narrow or slippery Surfaces.
Light ad Dark (1 RP): 1/Day Can treat Necrotic Energy As Positive Energy and Vice Versa
Quadreped (4 RP): Has 4 Legs and two arms. +4 CMD against Trip. This creature is treated as if a Medium Creature for weapons and Armor.
Total (9 RP)

Tyrian: Abberation (3 RP) DarkVision 60ft
Medium Size (0 RP)
Normal Speed (0 RP) 30 ft
Linguists: (1 Rp) Common, Terran + Any other language known.
Standard (0 RP) +2 Str, +2 Cha, -2 Int
Illusion Resistant (1 RP) +2 on Saves against illusions
UnNatural (2 RP) Members of this race Unnerve normal animals, and have trained themselves against inevitable attacks from such creatures. -4 on all charisma based checks with Animals. +4 Dodge AC against Anaimas. Animal attitudes start 1 lower than normal against these Members.
Change Shape, Lesser (4 Rp) Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is not static and can be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Total: 10 RP

Verdants:
+2 Strength, +2 Wisdom, -2 Charisma:
Medium
Normal Speed: 30 feet.
Humanoid Plant: While technically a plant, a verdant has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
Protective Sap: An injured verdant who is at less than half of his maximum hit-point total gains a natural armor bonus of +2, due the tar-like sap oozing from his wounds.
Rooted Foot: Verdants can stand up from being prone as a swift action instead of a move action.
Sun Heal: Verdants can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the verdant can heal 2 points of damage per character level. Using this ability also provides the verdant with one meal’s worth of nourishment.
Languages: Common + Terran (Bonus: All others)
Note: Verdants are modified from the Oakling 3rd Party Race

Othar: Fey (2 RP) Low light Vision
Tiny (4 RP) (Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.)
Slow Speed (-2 RP) 15 ft.
Weakness (-1 RP) +2 Dex, +4 Int, -2 Str
Linguist: (1RP) Common & Sylvan (Bonus: Any)
Wee Warrior: (4 RP) A Tiny Character of this trait may attack spaces adjacent to them as if they were Small or Medium, rather than occupying the same space as the character to attack.
Advanced Intelligence (4 RP)
Light Blindness: (-2 RP) Dazzled in Bright light, and are blinded for 1 round if abruptly exposed to Bright light.
Total: 10 RP  

DeathAdams


DeathAdams

PostPosted: Wed Jan 16, 2013 1:16 pm
Aegyl
Description:
Aegyl are the dominant race of the heavens. Often found in the service of the Gods and Godesses of light (Aether and Hemora), these winged humans are often the vanguard of a strike, being the bold and brave, although…. Sometimes slightly stupid.

Physical Description:
Slightly taller than the average human, Aegyl are still just as diverse as the humans below. Their wings often come in shades of white, black, or a ruddy brown. However, the main distinguishing feature of these winged humans is that all Aegyl have the same eye color. Gold for men, and Lilac for women.

Society:
Aegyl live in a militaristic society, with everything ranked in terms of how much favor an Aegyl has with their deity, Women are equal to men, and often the eggs with their young are left under the care of a communal mother, leaving many Aegyl to never know who their parents were.
(For Rankings, see Roman Legion).

Relations:
In simplistic terms, Aegyl get along well with humans. However, besides human, most Aegyl are rude and skeptical at best, if not hostile.

Alignment and Religion:
Although the majority of Aegyl follow the gods and Godesses of light, leading to a good Alignment, the Aegyl race is just as diverse as humans, making decisions based on personal desire just as often as religious code.

Malos
Description:
Although not the main armed group of the underworld Malos are a very peculiar creation of Hades. These strange beings have the lower torso of a blade-spider, but the upper half of a human. These strange people are also much more sentient than the regular fodder of the Underworld, and often will break away from Underworld Society and be a part of human society.

Physical Description:
Malos are short In nature, never getting above 4 feet tall at most. These humanoids come in the 4 different colors of blade Spider; red, green, purple, and black. Each color in the Underworld Army designates a function, while in Overworld Society it’s simply a distinguishing marker between individual Malos.

Society:
In the Underworld, there are only two authorities. Hades, and the Commander you personally serve. Besides that, it’s an eat or be eaten society. Only the strongest survive, and even then your chances are slim. Hades uses his soldier like the mountain uses rocks. They Barricade the way long enough for a Commander to wreak Havoc. Red Malos are Cannoneers, and work in teams of three to operate siege weaponry. Green Malos are Foot Soldiers, and are often not armed or armored. However, if one survives long enough to scrounge armor and weapons off of fallen enemies, they become known as Malosian Juggernauts, because they are whilring dervishes of steel and pain. Purple Malos are ranged troops, using bows, javelins, and sometimes even rocks to harm the enemy from afar. Finally Black Malos are the Mages of the Underworld Armies, and even then their knowledge is often limited to fire magic. If a Black Malos survives long enough to learn more about magic, they often branch into necromancy, and a few have become Liches….

Relations:
Most species will not trust a Malos at first, since they are spawn of the Underworld, however, many a “domesticated” Malos has become well known speakers, merchants, and politicians.

Alignment and Religion:
If associated with the Underworld Army, a Malos will often follow the nature of their army whether its LE, NE, or CE. However, away from their kin, Malos are often lead towards a neutral nature.

Tyrian
Description:
Very few people have seen a Tyrian in their natural form. Tyrians are an odd species considering none of the gods remember creating them, and the Tyrians nature is highly strange. Some speculate that the Tyrians simply manifested one day and have been here since.

Physical Description:
Since Tyrians are shapshifters, they can look like almost anyone at any given time. Instead, the base form of a Tyrian is perhaps the oddest. In it's natural form, a Tyrian looks like a human with no face, and no distinguishing figures. They consist of little blue, red, green, and yellow squares of alternating light, bound by pieces of a hard white composite material. (Pixels and Plastic for you modern folk).

Society:
At Large, there is no such thing as Tyrian society. They are culture borrowers, assimilating into the community at large.

Relations:
Normally, Tyrians are the most accepted of all races, because they can be any race at any given time. However, when a Tyrian is discovered, they are often shortly persecuted while the Tyrian finds a new home. Animals are often the key factor in discovering Tyrians, since most animals can innately sense the unnatural being before them.

Alignment:
Tyrians are likely to assimilate to the views of the community they belong to, developing similar alignments and religions.

Verdants
Description:
Verdants are a race created by Gaia, the Earth mother, as a gift for her daughters the Seasons. Each Verdant is manifest of a seasonal plant. Often a Verdant of Spring will manifest as a more flowery plant, while Verdants of Fall are in autumnal colors.

Physical Description:
Verdants are almost always around 6 feet tall, with the exception of the Verdants of Summer, who are often towards 7 feet tall. Each Season follows a general color scheme. Spring will manifest with petal like skin, and brightly colored skins. Summers are very green, with bark-like skin. Autumnals are often in reds and oranges, with skin like brittle leaves. Winter Autumnals, are often either evergreen trees, with spiky leaves or manifest smooth white skin that looks like cracking ice.

Othar
Description:
Othar are a strange little cave dwelling fey, with a gift for mechanics. When these little creatures don't develop Genius complexes, they often are found in the service of the Smith God Hephestus.

Physical Description:
These little Cow eyed Fey stand at barely a foot tall, roughly five pounds a Othar. Their Head makes up at least a pound and a half of their weight if not more. Their skins are often Pasty Grey, and their ears are large and floppy. Their eyes are large, with hundreds of different color possibilities, and large pupils.

Society:
Most of the Othar see the world as tools, people and things to use for their creations or experiments. They are prone to the Genius complex, or thinking that all sentient beings are inferior in intellect and therefore need to be subjugated for their own good. While many of the races are focused on religion, Othar are busy working on Quantum Arcanics, the developments of insta-portals, Golem-mancy, and other obscure Magic-Sciences.

Relations:
Of all the races, Othar admire Humans for their ambition, and the Tyrians for their adaptability. However, they still have high arrogance and superiority issues, which often make them the butt of other sentient race's humor and insults.

Alignment:
As a race, Othar lean towards neutral rather than lawful or chaotic, but Magi-Science corrupts as often as it benefits, so they can be anywhere on the Good-Evil Spectrum.  
PostPosted: Wed Jan 16, 2013 2:55 pm
I resubmit for thee, Praxiteles, the Othar Alchemist.  

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400

DeathAdams

PostPosted: Wed Jan 16, 2013 4:54 pm
Anyone?  
PostPosted: Fri Jan 18, 2013 12:56 pm
Aah, I remember this one. Unfortunately, I've since deleted the character sheet I had for it x.x

I'll probably whip something else up though, just gotta figure out what.  


iLL iNTENT


Fuzzy Lunatic



iLL iNTENT


Fuzzy Lunatic

PostPosted: Fri Jan 18, 2013 1:06 pm
Hmmmm, I think a verdant monk would be pretty damn neat  
iLL iNTENT rolled 12 6-sided dice: 4, 5, 1, 3, 2, 4, 1, 6, 6, 6, 4, 4 Total: 46 (12-72)
PostPosted: Fri Jan 18, 2013 1:10 pm
Rollin stats

4, 5, 1, 3 = 12
2, 4, 1, 6 = 12
6, 6, 4, 4 = 16
----
----
----  


iLL iNTENT


Fuzzy Lunatic

iLL iNTENT rolled 12 6-sided dice: 6, 3, 2, 2, 2, 6, 2, 1, 1, 3, 4, 5 Total: 37 (12-72)


iLL iNTENT


Fuzzy Lunatic

PostPosted: Fri Jan 18, 2013 1:12 pm
Rolling last three stats

4, 5, 1, 3 = 12
2, 4, 1, 6 = 12
6, 6, 4, 4 = 16
6, 3, 2, 2 = 11
2, 6, 2, 1 = 10
1, 3, 4, 5 = 12

Eh, not lookin too good there  
iLL iNTENT rolled 4 6-sided dice: 4, 6, 3, 3 Total: 16 (4-24)
PostPosted: Fri Jan 18, 2013 1:14 pm
Rerolling that 10  


iLL iNTENT


Fuzzy Lunatic



iLL iNTENT


Fuzzy Lunatic

PostPosted: Fri Jan 18, 2013 1:16 pm
4, 5, 1, 3 = 12
2, 4, 1, 6 = 12
6, 6, 4, 4 = 16
6, 3, 2, 2 = 11
4, 6, 3, 3 = 13
1, 3, 4, 5 = 12

A bit better I suppose.

So, how do the rerolls work? It says max x2
Does that mean we can reroll two different stats, or we just have two chances to reroll the same stat?  
PostPosted: Fri Jan 18, 2013 1:41 pm
To times on the same one.

Example: 3 1 1 3
1st time: 3 3 1 3
2nd time 3 3 1 3 Has to stay.  

DeathAdams



iLL iNTENT


Fuzzy Lunatic

PostPosted: Fri Jan 18, 2013 1:43 pm
Callsigncaboose
To times on the same one.

Example: 3 1 1 3
1st time: 3 3 1 3
2nd time 3 3 1 3 Has to stay.


Oooh, you only reroll the 1s, sorry, i misunderstood x.x  
PostPosted: Fri Jan 18, 2013 1:44 pm
Do you reroll ALL of the 1s, or only the 1s on any single stat?  


iLL iNTENT


Fuzzy Lunatic


DeathAdams

PostPosted: Fri Jan 18, 2013 1:47 pm
Each stat gets the 2x rule.  
Reply
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