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Topics - Manzokushi

#1
Heroes of the New World (Characters) / Mako
January 04, 2019, 02:30:57 PM
Origin Story
Assumed Name: Mako
Real Name: Keisagi Subachi
Gender: Male
Age: 35 before death, since rebirth 18
Previous Occupation: Computer Programmer 
Current Occupation: Adventurer
Country of Origin: America
Approximate Origin Earth Year Calendar Date: 2020

Quirk:
Eidetic memory - Keisagi has always had a knack for remembering things. This unique talent has carried him through several difficult years of college.
Socially Inept - Keisagi is plagued with the inability to truly understand others. Being raised in isolation has removed a large part of his ability to be socially capable. This is a challenge that he has dealt with his entire life.

Hobbies: Anime, Chess, Fantasy Games on PC, Bushido

Personality:
Though Mako looks like a teen, inside of his body dwells a soul of someone who is thirty five years old. Mako's defining character trait is his fanatical obsession with fantasy RPG and the complexities of those types of games. He is also not great with words, this often leads to a form of directness that can be misconstrued as rudeness. This is likely due to his deep love for computer and fantasy that led to basically zero personal interactions with others. His behavior has also lead to Mako feeling like he can do anything even if he may fall short, he will still try. He is almost always a calm and collected character, rarely showing any signs of distress. Deep down Mako is kind hearted person who is just often misunderstood. Lastly he is a person with incredibly strong resolve who will do anything and everything in his power to accomplish something that is important to him without any hesitation.

Intellectual capabilities: Mako was raised to be a man of intellect. His parents ensured that he would be successful. When it came to complex programming algorithms Mako could spout off solutions without even examining the code. This was more of a natural aptitude than pure intellect. 

Physical capabilities: His body was strengthened and trained from a young age. Even now in this new world, Mako continues to hone his Bashido craft.

Likes: Anything FANTASY, strategy, discovering new things
Dislikes: People talking down to others, easy problems, arrogance
Strengths: Creative, Adaptive, Organized
Weaknesses: Socially awkward, over confident

Biography:

Keisagi was born into a poor immigrant family that had moved to America after the Second World War. It was never spoken of but his great grandparents were lost during the bombing of Hiroshima. This loss drove a deep sense of helplessness throughout the entire family, giving all survivors the feeling that they lived with a curse. The remaining Subachi family settled into life in California as farmers to make ends meet. When the family was not busy tending to their crops, they trained their bodies and minds in the art of bushido. Modern life crept into their household but only in ways that improved their way of life. After all, to compete in a changing economy you must be able to maintain a competitive edge. Keisagi's father, Akira, would inherit the farm and eventually travel into Los Angeles to meet his future wife, Shion Kashima. She was the daughter of a family of lawyers with a strong reputation for success. Shion chose to turn away from the family practice and followed her husband off to become a farmer.  Shion may have settled on farming but that did not deter her strong personality and quick mind. It did not take long before she took over the business side of the farm while Akira continued to labor and cultivate the farmlands.

Years passed and along came Shiro, Keisagi's older brother who died tragically at an early age due to an unknown sickness. The sickness took Shiro slowly and as he withered, so did his parents hopes of a future. This event shocked his parents to their core and it would be many years before they would attempt to have another child. The curse lived on but they refused to let it win. When Keisagi was born and survived, his parents rejoiced that perhaps the curse was finally lifted from the Subachi family. As he grew up, Keisagi was trained in the practices of bushido, agriculture, study and various strategy games to include his mother's favorite, chess. Each tool was a part of his day to day life and was integrated into his studies. Since his mother felt American schooling was lazy, she pushed him through homeschooling that lasted year round. Of course, this did not help a boy who already had little time for social interaction outside of his parental unit.

His first true glimmer of hope came in the form of a home computer. At last Keisagi had a way to interact with the outside world. He saved money, worked hard and purchased every game he could hope to find. Fantasy was by far his favorite genre of games followed closely by strategy. His parents worried but knew he needed an outlet to experience the outside world. Before he knew it, years had passed and the child Keisagi had grown to be a man. His love for computers paved his way into UCLA to attain a Masters in Computer Science and he was off to become a software programmer and hopefully work for a big corporation. He wanted to not only live in a fantasy world but saw the vision of crafting and creating them as well. Keisagi was obsessed with the notion that anything is possible and his optimism seemed to really shine as his coding skills landed him an ideal job. He went to work for Blizzard Entertainment as an entry level programmer and developer.

Years passed by with no significant events to elaborate on and in that time life seemed to be normal. Keisagi longed for more of a magical life that he could never seem to grasp. Even though he was part of a top rated programming team and was integrally part of ground breaking new content for one of the largest MMOs of the era; he felt like he had checked all the right blocks, living in his single room apartment, computer loaded with every fantasy game he could ever want and never without money to do the things he wanted to do or have; none of that seemed to change the fact that he was all alone, with no one to really communicate his success with, other than his parents. His work friends saw Keisagi as the great problem solver but no one really cared to know anything about him outside of work.

It all changed one night when he decided to attend a Cosplay party at one of the local clubs. Keisagi dressed in his best samurai outfit and equipped with his practice bokken felt confidence pouring from his 35 year old virgin form. He didn't have time for women after all, he was just too busy.  As he rounded the corner preparing for a night of social interaction he was set upon by some of the local thugs in search of a quick dollar. Sure this was just a big misunderstanding Keisagi reached into his outfit fishing for his wallet. This must have startled the youth because lightening struck, I think, and then they all bolted away. Without warning my insides began to burn. Keisagi, gasped for air, "did they all run away because of the storm? Was I struck by lightning?" He was on his knees and for the first time noticed blood oozing from beneath his outfit. He mutters, "What did I do to bring about such an unfortunate moment in my life. I should call 911, I should scream for help." Lying on the ground he could feel his life ending, could feel the tug of something else, something beyond reasoning. Perhaps this was a dream? His eyes began to close, "maybe it's the curse..."

A middle aged man with no real life or particularly eventful existence died that day. Keisagi Subachi, 35 year old, senior programmer for Blizzard Entertainment, shot and killed on the streets of Los Angeles. Just another day in the City of Angels, I guess.

Misc:

How he arrived Keisagi is not completely sure. His old life was but a distant memory and he felt that his soul had taken over at the moment of another's death. He was born into this new world without a full memory of where he had come from. As the years passed in this new land his old life memories crept in like cracks in the wall. When he reached puberty the dam broke and his old and new life merged into one single event. He came into this world named Mako, a simple boy with a simple life. To this day Mako has not shared with anyone that he was reincarnated into this world.

Abilities

STR: 10
DEX: 12
CON: 10
INT: 12
WIS: 10
CHA: 10
#2
Skills, Spells, Abilities / Familiar Basics
January 26, 2014, 03:58:52 AM
Familiar

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, depending on the familiar type it will grant the master a skill, skill modifier, save bonus or ability that is unique to the familiar. These special abilities apply only when the master and familiar are within 1 mile of each other. Most bird familiars are also granted a single language spoken by the master and can now speak it as a supernatural ability.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gold per caster level. The ritual takes 8 hours to complete.

Familiar Basics
Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Special Familiar Progressions:

Master Class Level/Natural Armor Adj./Intelligence/Special

1st-2nd /+1/6/Alertness, improved evasion, share spells, empathic link
3rd-4th/+2/7/Deliver touch spells
5th-6th/+3/8/Speak with master
7th?8th/+4/9/Speak with animals of its kind
9th?10th/+5/   10/ None
11th?12th/+6/11/   Spell resistance
13th?14th/+7/12/   Scry on familiar
15th?16th/+8/13/ None
17th?18th/+9/14/   None
19th?20th/+10/15/ None

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The wizard may cast a spell with a target of ?You? on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the ?toucher.? The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master
(Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.




#3
Races and Classes / [Improved Familiar] Cath Shee
January 25, 2014, 02:20:51 AM
Cath Shee

Medium Outsider (Extraplanar, Good)
Hit Dice: 2d10+2 ( hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18  (+0 size, +6 Dex, +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2) and bite +2 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: spell-like abilities

Special Qualities: Darkvision 60ft, immune to sleep, low-light vision, Moon?s Gift, scent, telepathy
Spell Like Abilities: Blink 3/day, Faerie Fire 2/day, Magic Missile 2/day, Invisibility, Greater 1/day

Saves: Fort +1, Ref +4, Will +1

Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)

Skills: Balance +4, Concentration +1, Hide +6, Jump +4, Knowledge (Religion) +5, Listen +3, Move Silently +6, Spot +3, Tumble +4
Languages: Celestial, Common and Elven

All Spell abilities cast as a 7th level caster
Feats: Alertness, Improved Evasion, Weapon Finesse (claws)   

Challenge Rating: 3
Alignment: Always Chaotic Good
Advancement: 3-6 HD (Medium), 7-9 HD (Large)

Abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Cath Shee takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Moon?s Gift (Su): When in shadowy light, a Cath Shee can move itself and manipulate the shadows around it to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts as long as the Cath Shee concentrates to maintain it, plus 1 additional round. The pattern emanates in a 30 foot radius around the Cath Shee. Those of good alignment receive a +1 to all attack rolls, and a +1 on all saving throws. All evil creatures within the radius of the pattern suffer a -2 on all attack rolls.

Telepathy (Su): A Cath Shee can communicate telepathically with any creature within 50ft that has a language.

Skills: A Cath Shee receives a +2 racial bonus on Hide, Jump, Listen, Move Silently and Spot.

These large felines are white in color with flecks of green and blue mixed within, and their eyes are a milky white. These majestic creatures carry the divine favor of Sehanie Moonbow in their steps. Just as she is the daughter of the Night Skies, so too are the Cath Shee?s the guardians of her favor. Typically they are confused with snow leopards or lynx.

The Cath Shee is very intelligent and will often attempt to reason with anyone of good alignment. However if you are evil the creature will go to great lengths in order to alert friends of their presence. Typically found gathered near Elven places of worship or ruins that have long since fallen into disrepair. The Cath Shee are guardians that seek to preserve and defend the Elven race. Sehaine Moonbow?s tears gave birth to the elven race, and her heart gave birth to the Cath Shee.

Combat:

Cath Shee often hunt in packs, blinking and stalking their prey until they surround them, allowing some to take advantage of flanking.

Blink (Su): A Cath Shee can use blink as the spell (caster level 7th), and can evoke or end the effect as a free action.

Invisibility, Greater (Su): Cath Shee can invisibility, greater as the spell (caster level 7th ) can evoke this spell as a free action.

As a Familiar:

When chosen as a familiar the Cath Shee bond with their master in a very special way. They learn all of their memories knowing the good and the bad of their master?s heart. If the master?s heart should conflict with that of the Cath Shee it may unbind itself from the ritual and leave to find a new master.

If a Cath Shee should become a familiar and the caster is lower than 7th level its abilities shall match the owner. Assume all spell-like abilities are zero then consult the progression chart below.

3rd Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 3rd lvl caster
Feat: Weapon Finesse (claws)   
Conferred to the master: +2 bonuses on Spot and Listen checks.

5th Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 5th lvl caster
Feat: Alertness
Grants the master a +1 to Attack Rolls.

7th Level: Spell-like abilities: Blink 1/day, Invisibility, Greater 1/day as a 7th lvl caster
Feat: Improved Evasion   

Master Receives:  +3 on Spot Checks
#4
Traits, Flaws, and Feats / [Feat] Improved Familiar
January 25, 2014, 02:15:52 AM
Improved Familiar

This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

FWC Errata:
Some creatures may be more powerful than a DM feels comfortable with allowing in their game. The good news is that you can scale these creatures down via their HD and bracket their ability traits to scale by level. This will reduce the overall power level of the creature and allow it to still grow to its future potential. Each creature will be taken on a case by case basis.

Pathfinder SRD20 Improved Familiar
#5
The Roster (OOC) / [Monk] Haru
December 02, 2013, 10:27:19 PM


[spoiler]Haru's Progression
Level 1
Level 2
Level 3



Name: Haru
Race: Elf
Class: Order of the Tempest / Monk
Alignment: True Neutral
Deity: Aerilus

Stats:        Stat Bonus:
Str: 16        ( 3)
Dex: 20      ( 5)
Con: 10
Int: 10
Wis: 14      ( 2)
Cha: 11

Used the stat roller on the web site. 3d6 value with no modifiers.
[3d6] 6, 2, 6 = 14
[3d6] 2, 3, 6 = 11
[3d6] 6, 6, 6 = 18
[3d6] 6, 6, 4 = 16
[3d6] 3, 4, 3 = 10
[3d6] 6, 4, 2 = 12

Order of the Tempest

The founding of the Order dates back to the early days of Understanding. Men who sought to find peace sought the refuge of the highest mountain peaks. Within those high peeks the men found a peace they had always hoped to find. They began to worship this peaceful idea and through it a resounding force began to take form. A Being of a very long forgotten time began to take form and awaken from a deep slumber. It was a thing of natural force, a creature made up of the meshing of lighting and air, known simply as a Tempest. This particular primordial force had taken a name and called its self Aerilus. It admired the stance these men had taken and crafted a temple from the very mountain stuff that surrounded them. Aerilus was pleased with the monks? stance on life, but reminded them that even the most peaceful of things had a violent side. Thus the monks began to develop not only defensive techniques but also offensive ones to compliment their various combat methods.

The Order set out to better the world and help those in need. Once the first true disciples of Order were ready, they set off into the world; gaining knowledge of the world and then bringing that knowledge back into the Order. The monks began to grow and so too, did their desire to do good. The Order split into two groups. One group became the Air Keepers; men dedicated to the collection of knowledge. And the others, known as Lighting Saints, were the travelers who strike out from the Temple to spread peace and help those in need. It has been a very long time since a Saint has been chosen to leave the Temple. As the storm began to roll across the skies, so too did the first Saint in decades leave the temple walls, in search of what the world had in store for him.

kategida (Staff of Thunderstorms)

Aerilus would bless the Order with one final gift before leaving the Temple to return to his eternal slumber in the deepest chambers of the Temple. The Kategida: a staff of amazing ability that represented every facet of the monk?s order. Each staff has the blessing of Aerilus upon it and functions with a piece of Aerilus?s will. The staff is a simple bronze colored, 8ft staff with small rings around it at each 2 foot section. These sections can separate and allow for a variety of configurations. Each link is held together by an electrical force that allows the sections to bend as if on chains.

kategida (8 lbs / Blunt)
Small Weapon     1d4  19-20/x2
Medium Weapon  1d6  19/20/x2
Large Weapon    1d10 19-20/x2

Without the Blessing of Aerilus the Staff will not change forms. It will change back into a staff and act as such until one of the Order wields it once again.

The Story of Haru

As a boy Haru, like many of the Order, was a living descendant of the Temple families. There were some who came from the nearby lands to study, but many of the residents of the Temple could trace their line back for generations. Haru was one of those children. His potential was shown early as an adept fighter. Adapting to each new style and gaining a fluid understanding of the fighting styles and the use of the staff in those forms. Though Haru lacked the discipline to study the lore and truly learn all that was to become a follower of the Order, it was under the careful tutelage of his father that Haru reluctantly began to grasp the studies necessary to become a Saint. His final test was to descend deep into the inner catacombs of the Temple and gain the blessings of Aerilus.

Blessing of Aerilus

It essentially grants the Monks of the Order the exotic weapon proficiency with the staff. Also the blessing will grant the ability to channel wind and lighting, into various forms via the followers combined Wisdom score. This is then added as a damage descriptor adage for damage and an affinity for lighting. Each monk?s eyes resonate with a soft white glow, a mark that their deity is always with them.

Exotic Weapon Proficiency (Kategida)
Lighting Immunity
Lighting Aura  2 Damage (Wisdom)


Elf
2 Dexterity, -2 Constitution
Immune to Magic Sleep Effects,  2 Save vs Enchantment spells and effects
Low-light Vision
Weapon Proficiency: For Elven Weapons

Armor Class: 10 (base)  5 (Dex)  2 (Wis) = 17
Hitpoints: 8 (base)  0 (con) = 7
Speed:  30 feet

Fortitude save:   2 (class)  0 (con)  0 (racial) =  2
Reflex save:   2 (class)  5 (dex)  0 (racial) =  7
Will save:  2 (class)  2 (wis)  0 (racial) =  4

Attack (handheld):  0(BAB)  3 (str)  0 (size) =  3
Attack (unarmed):   0 (BAB)  3 (str)  0 (size) =  3
Attack (missile):  0 (BAB)  5 (dex)  0 (size) =  5

Grapple check:  0 (BAB)  3 (str)  0 (size) =  3
Light load:
Medium load:
Heavy load:
Push or drag: 

Languages: Common, Elven

Carrying/Wearing:


Skills:
16 points
*Denotes a class skill

Appraise INT:  0 (int) = 0
*Balance DEX:  5 (dex) = 5
Bluff CHA:  0 (cha) = 0
*Climb STR:  3 (str) = 3
*Concentration CON:  0 (con) = 0
*Craft (Alchemy) INT:  0 (int) = 0
*Diplomacy CHA:  0 (cha) = 0
Disguise CHA:  0 (cha) = 0
*Escape Artist DEX:  5 (dex) = 5
Forgery INT:  0 (int) = 0
Gather Information CHA:  0 (cha) = 5
Heal WIS:  2 (wis) = 2
*Hide DEX:  5 (dex)  2 Ranks = 7
Intimidate CHA:  0 (cha) = 0
*Jump STR:  3 (str)  2 Ranks = 5
*Knowledge (arcana) INT:  0 (int)  0 = 0
*Knowledge (religion) INT:  0 (int)  2 Ranks = 2
*Listen WIS:  2 (wis)  2 Ranks = 4
*Move Silently DEX:  5 (dex)  2 Ranks = 7
*Perform WIS:  2 (wis) = 2
*Profession (Apothecary) WIS:  2 (wis) = 2
Ride DEX:  5 (dex) = 5
Search INT:  0 (int) = 0
*Sense Motive WIS:  2 (wis) = 2
Spellcraft INT:  0 (int) = 0
*Spot WIS:  2 (wis)  2 Ranks = 4
Survival WIS:  2 (wis) = 2
*Swim STR:  3 (str)  2 Ranks = 5
*Tumble DEX:  5(dex)  2 Ranks = 7
Use Rope DEX:  5 (dex) = 5


Feats:
Exotic Weapon Proficiency (Kategida, from Blessing)
Martial Weapon Proficiency (From Elf)
Improved Grapple (From Monk)
Quick Draw

Equipment:
Back Pack
-Bed Roll
-5 Torches
-5 pieces of Chalk
-Flint and Steel
-Grappling Hook
-50ft of Rope
-2 Weeks of Rations
-water Skin
-Change of Robes

Belt Pouch
-Small Mirror
-Razor
-Soap

On person:
Back Pack
Belt Pouch
Monestary Robes
Sandles
Staff

Monk
Level BAB Fort Ref Will Special (FLurry of Blows Attack Bonus) (Unarmed Damage) (AC Bonus) (Speed Bonus)
1st  0  2  2  2 Bonus feat, flurry of blows, ?2/?2 1d6  0  0 ft.
unarmed strike
2nd  1  3  3  3 Bonus feat, evasion ?1/?1 1d6  0  0 ft.
3rd  2  3  3  3 Still mind  0/ 0 1d6  0  10 ft.
4th  3  4  4  4 Ki strike (magic), slow fall 20 ft.  1/ 1 1d8  0  10 ft.
5th  3  4  4  4 Purity of body  2/ 2 1d8  1  10 ft.
6th  4  5  5  5 Bonus feat, slow fall 30 ft.  3/ 3 1d8  1  20 ft.
7th  5  5  5  5 Wholeness of body  4/ 4 1d8  1  20 ft.
8th  6/ 1  6  6  6 Slow fall 40 ft.  5/ 5/ 0 1d10  1  20 ft.[/spoiler]
#6
The sun had finally begun to set on the Valley of the Mists. Day and night could become easily confused for even the natives of the valley, a calming peace permeated throughout. Nestled into its center is the village of Sel? Vanseer, the home of the moon elves. The valley and the village within are considered gifts bestowed on the people by their goddess Sehanine Moonbow.  She has been the spiritual guide for the children of the moon for centuries. It is said that long ago she entered the dreams of the sleeping children and guided them from their eternal shackles. All moon elves believe this to be true even one as young as Jornathel Mithraiian. His mother Suen?vashe guardian of the Full Moon, often whispered these stories into his ears at bed time. She spoke of the days of darkness and their exodus from below. Suen?vashe was the current matron during those days. Each elder represented a cycle of the moon, and in their passing the next elder would progress towards the full moon and carry the mantle of matron if the elder was a woman and or chieftain were the elder male. The Litany of the Moon was considered sacred to children of the Moon whispered to be the direct spoken word of Sehanine Moonbow herself. The Litany was a guide book for the Moon Elves a way to live, when escaping from bondage all those generations ago. When a child was old enough sacred rites would be performed under the power of the Moon and the Litany passed and read by the newest members of adults.

Jorn showed little love for the rituals of the village and its elders. He often caused mischief and interrupted his instructors with stories of adventure and fantasy. His mind was a play ground of childhood dreams that carried the boy to the very edges of the valley seeking new places to play. Often times the young elf would be gone for days. He sought to escape it all to find his own world inside this one. When he would return to the village Jorn would create the wildest and elaborate stories of his fantastic journeys. He was a dreamer and Suen?vashe knew the dangers of such a mind among those so desperate for survival. She instead chose to harness his nature to see his aptitude with the Arcane. The days of old flooded back into her mind of boys being tortured at a young age, denied the art forms, branded and often beaten into submission. Slavery was the only path allowed to any male never allowed to raise their eyes. Jorn was different, he possessed the traits necessary all that remained was the knowledge and she would see he never looked to the ground.

Master Avel?shenar would be his teacher. Jorn was informed that morning of his path. It was a lonely path chosen by the elders and only special boys were given this course. Within his heart Jorn knew this to be a blessing for his family. He would be elevated above his peers trained both in the Arcane and in the rigorous Martial art forms. This meant being removed from the village, sent to the other side of the Valley to be trained by the old masters within the ancient Ruins of Myth Heldendrour. Legends state that the old Ruins are host and home to a once great elven civilization, and the birth home of the Moon Elves. At the center of this scared ground is the Lunar Tower. According to the legends the Lunar Tower once powered the city serving as a reactor of arcane power.  All that still stands of the city is the Tower. All around are jagged ruins and buildings devastated by time and unknown dangers. Jorn would be tested, trained, and torn down daily for a very long time with very little time to himself much less to his family. So he escaped leaving the village for a while to simply exist, to be alone, and to dream.

Jorn walked among the ruins, his eyes laden with tears. This was not the course he had dreamed of in his heart. He was destined to be a hero, to venture beyond the valley, make new friends and see the world. Those thoughts and others flittered about as he came upon a ghost. Well what at that moment he thought he saw but was in appearance a white feline, with ghostly eyes. The creature regarded Jorn for a moment before bounding off deeper into the ruins. He followed with interest, if his speculations were correct that had been a cath shee a divine guardian of Sehanie Moonbow herself. The evening passed by while tracking the creature and night descended as the moon rose into the night sky. Perched upon a ancient alter the creature laid in wait amused if Jorn was correct. He spoke aloud, ?my name is Jornathel Mithraiian, are you a cath shee.? He spoke reverently his eyes slightly lowered. The great cat stirred nearly 6? in length, the communication was in his mind, ?hello young moon child, my name is Sytheer, I have been chosen to be your guardian. The goddess has great plans for one such as you, a male no less. It would not do for you to slack in your endeavors. When the time is right you will call to me and I shall come. Until that day should come, your path is before you and your time to avoid it has passed.? Jorn was horrified to hear such things. He was chosen in the days of old that typically would have meant a divine sacrifice. Sehanie Moonbow was not so cruel a mistress but to fear a deity was always a wise course of action no matter their intentions. He understood that the days of the dreamer were coming to an end. It was time to become the sorcerer, a title befitting an adult not a child. He bowed, ?Thank you Sytheer, your words speak truth beyond measure. I thank you for guiding me this night, and I shall not forget that the goddess has blessed me with a divine favor.? The cath shee stretched its great feline form, and without another word vanished before his eyes. He spent the rest of that night creating the most fantastic story thus far, an epic ending for an epic hero. That morning he told his mother the story of that great hero; he cried and accepted his place within the village. Jorn the dreamer died that day.
#7
General Discussion / Test
November 25, 2013, 02:56:00 AM
Testing a few settings.
#8


The sign out in front of the shop was elaborate and alluring. Upon entering the establishment, your eyes are shocked by the volume of light within. Along the walls and ceiling are small clear gems that emit large volumes of light. The gems and jewelry neatly arranged along shelves glitter and sparkle with a dazzling beauty.

A thick Scottish Accent flows from the Halfling sitting in a comfy chair behind the counter, ?Well, hello thar me friend, names Filibert Lindenbrook and this here be my shop. Can I interest you in one of me pretties? Perhaps something a bit more magical in nature with special sparkles or shines indeed. So what can I do for ya??


QuoteYou may sell items to this shop if it's something you think they would buy. The shopkeepers use their own discretion if they want to buy it and think they can still make a profit. The price that they will always accept is roughly 30% of the items price. There may be cases where they pay for higher. It's more advisable to trade with players.
#9

The sounds of ringing metal on metal greet you before entering the front of the building and the smells of burning coal. Along the walls of the shop are various types of weapons divided in orderly fashion.

A middle aged human male, dressed in a blacksmith's apron and carrying a smithing hammer in one hand and a cigar in the other, appears from behind the counter. "The names Fulcrum, and this here is my shop. Take a look around you won't find a better crafted weapon in all the city."

QuoteYou may sell items to this shop if it's something you think they would buy. The shopkeepers use their own discretion if they want to buy it and think they can still make a profit. The price that they will always accept is roughly 30% of the items price. There may be cases where they pay for higher. It's more advisable to trade with players.