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    Default Tarkir Lost to Time - OoC



    Tarkir is a world beset by war. Over a thousand years ago, the great clans fought simply for survival against the mighty Dragons. Then, crucially, the Dragon tempests ceased, ending the constant spawning of new Dragons and allowing the Clans to claim victory. Through the centuries, the clans flourished, spreading across the world. Now, each of the five clans clash with one another for glory, territory, or even simply for survival.

    Welcome to the OoC!

    IC is here.

    Our cast of players (With thanks to Hamste for providing the table);

    Name Class Race Combat Style
    Ren Xian, Jeskai Ascendant Wizard Jeskai Human Control
    Jin Tao, The White Lotus Monk Jeskai Djinn Ranged Striker
    Omet the Paladin Paladin Azban Human Tank/secondary Healer
    Sai the Prowler Witch Sultai Human Control/Debuff

    Spoiler: Races and Clans of Tarkir
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    Spoiler: A Brief Explanation of this Section
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    Each Clan is broken down into four sections.

    The first section details the races found within the clan. These consist of the 'Generic' races, as well as races found in no other clan. For example, the Temur clan contains Humans, Orcs, Goblins as 'Generic' races, and Mountain Ainok as a unique race.

    The second section details the colours of magic used by the clan. Magic in the Magic: The Gathering setting is split into five colours; White, Blue, Black, Red and Green. Each colour has specific affinities and is often associated with specific ideologies. The colours the clans associate with determine the types of magic available to their casters. Note that there is overlap between what is possible with different colours of magic. The breadth of magic available in the Pathfinder system makes an exhaustive list of what spells are which colour impractical. Instead, I would advise players justify why their chosen spells fall within their available colours. A detailed summary of what the different colours encompass can be found here.

    The third section details the clan attributes available for members of the clan. These attributes are available only for members of the 'Generic' races and are in addition to their Racial traits. Unique races within the clan typically have a slightly differing array of abilities, intended to represent their specific roles more accurately. To continue the above example, Humans, Orcs and Goblins all receive the Temur Clan Attribute. Mountain Ainok do not, but instead have their own suite abilities.

    The final sections details the available clan roles. Every member of a clan is expected to be able to pull their weight. What this means varies from clan to clan. The Mardu emphasise raiding as a way of life, whilst the Jeskai seek enlightenment. This is reflected in their clan roles. Each character chooses just one clan role. Unlike the clan attributes, unique races are also able to select a clan role. Clan roles typically favour certain playstyles, but they are not prescriptive. For example, each clan has a 'caster' role, but choosing this does not necessitate playing a caster class as the minimum requirements to serve the clan in this capacity are included within the role.

    Each section is accompanied by a short background description, intended to help with character building.


    Spoiler: The 'Generic' Races
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    Spoiler: Humans
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    The most disparate species on Tarkir, Humans are present throughout each of the five Clans. Their adaptability has seen Humans thrive wherever they are found, even proving to be up to the task of serving as Khan for the Temur, the Jeskai and the Abzan. Humans are found in every walk of life, from farmer to warlord.

    Type - Humanoid (Human)

    Ability Score Racial Traits - Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

    Size - Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Humans have a base speed of 30 feet.

    Languages - Humans begin play speaking their Clan Language (e.g. Temur). Humans with high Intelligence scores can choose any other Clan Language they want.

    Bonus Feat - Humans select one extra feat at 1st level.

    Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


    Spoiler: Orcs
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    After Humans, Orcs are the most widespread race on Tarkir. Found in varying numbers amongst the Mardu, the Abzan and the Temur, Orcs are towering, hugely powerful creatures. Their legendary ferocity often means they struggle to earn the trust of others. Orcs often prefer to be on the front line in battle.

    Type - Humanoid (Orc)

    Ability Score Racial Traits - Orcs are towering creatures, both strong and hardy, though their brutish nature often puts others on edge. They gain +2 Strength, +2 Constitution, and -2 Charisma

    Size - Orcs are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Orcs have a base speed of 30 feet.

    Languages - Orcs begin play speaking their Clan Language (e.g. Temur). Orcs with high Intelligence scores can choose any other Clan Language they want.

    Cornered Fury - Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

    Desert Runner - Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

    Fearless - Members of this race gain a +2 racial bonus on all saving throws against fear effects.

    Orc Ferocity - Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.


    Spoiler: Goblins
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    Though present in large numbers amongst the Mardu and, to a lesser extent, the Temur, Goblins tend to be overlooked. Their small stature, and relative weakness, makes it a challenge for them to earn the respect of their clan-mates. This rarely curbs their enthusiasm for battle, though.

    Type - Humanoid (Goblinoid)

    Ability Score Racial Traits - Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.

    Size - Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

    Base Speed - Goblins are fast for their size, and have a base speed of 30 feet.

    Languages - Goblins begin play speaking their Clan Language (e.g. Temur). Goblins with high Intelligence scores can choose any other Clan Language they want.

    Skilled - Goblins gain a +4 racial bonus on Ride and Stealth checks.

    Darkvision - Goblins see perfectly in the dark up to 60 feet.


    Spoiler: Aven
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    Serving as Scouts, Messengers and Diplomats, the Aven are primarily found amongst the Abzan and the Jeskai. Though they vary greatly in appearance, Aven are all a single species. Notably, they are one of only two sentient species naturally capable of flight on Tarkir.

    Type - Humanoid (Aven)

    Ability Score Racial Traits - Aven are fleet of wing and often intelligent. Aven receive +2 Dexterity and +2 Intelligence

    Size - Aven are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Aven have a base speed of 30 feet.

    Flying Speed - Aven have a flight speed of 40 feet with poor maneuverability.

    Languages - Aven begin play speaking their Clan Language (e.g. Temur). Aven with high Intelligence scores can choose any other Clan Language they want.

    Bite - Aven have a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.


    Spoiler: The Temur
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    The Temur emulate the savagery of the dragon and revere strength and self-sufficiency, adopting the claw of the dragon as their clan symbol. Their khan carries the honorific "Dragonclaw." They have proved their toughness by carving out clan holdings in the inhospitable territory of the Qal Sisma mountains.

    Spoiler: Races of the Temur
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    Humans are by far the most numerous members of the Temur. Krumar Orcs cast out of their Abzan houses often seek out the Temur rather than try to rejoin the Mardu. Goblins are also commonly found amongst the Temur, though they are tolerated rather than welcomed. Finally, the Mountain Ainok will sometimes ally with the Temur in order to survive the harsh conditions of Qal Sisma.

    Spoiler: Mountain Ainok
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    Native to the harsh mountains of Qal Sisma, the Mountain Ainok are survivalists to their core. With a burly frame rivaling that of an Orc, these hound-like humanoids typically live alone. Though they are not directly allied to the Temur, their shared home means that they can often be called on as allies.

    Type - Humanoid (Ainok)

    Ability Score Racial Traits - Mountain Ainok are physically impressive, and have a surprising spiritual side. However, they are more bestial than most of the other Humanoid races, and are typically less intelligent as a result. Mountain Ainok receive +4 Strength, +2 Constitution, +2 Wisdom, and -2 Intelligence

    Size - Mountain Ainok are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Mountain Ainok have a base speed of 30 feet.

    Unique Race - Mountain Ainok are a unique race of the Temur. As such, they do not receive the Temur Attribute listed below.

    Languages - Mountain Ainok begin play speaking their Clan Language (Temur). Mountain Ainok with high Intelligence scores can choose any other Clan Language they want.

    Bite - Mountain Ainok have a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

    Stubborn - Mountain Ainok gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Mountain Ainok fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Mountain Ainok has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

    Natural Armour - Mountain Ainok gain a +1 natural armour bonus to their Armor Class.

    Mountain Born - Mountain Ainok gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.

    Cornered Fury - Whenever a Mountain Ainok is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.


    Spoiler: Temur Magic
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    Temur magic is highly shamanistic, with a strong elemental flavor. Shamans call their magic "whispering" and speak of the frozen memories and even the frozen spirits of the ancestors. Many Temur have an elemental affinity that allows them to shape stone and ice to varying degrees. Those with the strongest talent construct fortified cave shelters and can manipulate the terrain in battle to hinder the enemy and strengthen their own position.

    Concealment magic among the Temur uses this belief in the frozen past. Shamans whisper to the cold air and the ice. Glaciers, especially those containing the remains of dragons, are considered the most sacred sites. A shaman performs a ritual, "the thaw," in which the shaman strips off his or her heavy clothing (other than the ceremonial headgear) and meditates on the ancestors. As the shaman slips deeper into trance, the shaman's body begins to glow and throw off heat. The skin is flushed, and the air nearby shimmers. The shaman begins to sink into the ice until he or she becomes encapsulated within a bubble of air; the melted ice re-freezes above, and the shaman's headgear rests on top like a turtle shell.

    After a period of communing with the frozen memories, the shaman breaks open the icy capsule. Two beings emerge: the newly awakened shaman, and a barely visible double, seemingly made of clear ice, which encases him or her like a skin. The ice twin separates and stands guard, awaiting orders, as the shaman, now shivering and nearly dead from hypothermia, quickly dons the cast-off clothing. Although it physically resembles the shaman, the ice twin carries within it the awakened memories of a Temur ancestor. When in battle, it can suddenly shatter to release the warrior spirit within. Once the fight is over, the awakened spirit dissipates to return to sleep in the frozen mountain.


    Spoiler: Clan Attribute
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    A nomadic people, the Temur spend much of the year following prey beasts and raiding other clans, particularly the Mardu. They harbor little desire for expansion or conquest, but they fiercely defend their community against intrusion, both physical and cultural.

    Ability Score Clan Traits - The Temur are hardy, able to survive in one of the toughest environments in Tarkir. With such a focus on survival, there is little time for study. Members of the Temur receive +2 Constitution, +2 Strength, and -2 Intelligence

    Mountain Born - Members of the Temur gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.

    Stubborn - Members of the Temur gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Member of the Temur fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Member of the Temur has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

    Mountaineer - Members of the Temur are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.


    Spoiler: Clan Roles
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    Spoiler: Whisperer
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    Temur whisperers are also sometimes known as the "weavers of the three destinies," referring to the past, the present (which they call "the now,"), and the future (called "the unwritten now"). They are far more aware of the continual and overlapping nature of time than ordinary Temur, seeing the past and the various possible presents all at the same time. They wear enormous headpieces that completely shade their upper faces. From these they hang fetishes and charms made from carved bone, antlers, relics, and the like. The assemblage serves to focus the shaman's whispering; the more tokens, the more powerful the ritual. On the oldest shamans, such heavily decorated headgear bows the wearer's shoulders.

    Shards of the Past - Whisperers can read the weaves of the past, granting them two particular Knowledge skills. Each Whisperer picks two Knowledge skills. The Whisperer gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Whisperer actually takes.

    Dreamspeaker - Whisperers gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, Whisperers with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level): 1/day—dream

    Spell-Like Ability - Whisperers can use Elemental Speech as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.


    Spoiler: Hunter
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    The Temur are nomadic. They travel in small family groups, pursuing herd animals and settling temporarily in areas where food is plentiful in season, such as thickets of berry bushes or streams full of fish. In this, they resemble the bears they revere. Only in the harshest months of winter do they cease their wandering. To support this way of life, many clan members train to become Hunters. A particularly successful Hunter may find themselves in a position to become the Hunt Caller.

    This person is responsible for the clan's pursuit of food animals, directing each family group to handle a particular area. He or she also commands raids against neighboring clans (typically Mardu) to seize supplies. The mantle of Hunt Caller can be held by anyone. It is earned rather than conferred, during the night of the Great Hunt. The hunter who brings back the greatest number of beasts, or the most formidable opponent, gains this title for the next year. The Hunt Caller is usually human, although ainok have sometimes held this position.


    Bond to the Land - Hunters gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

    Camouflage (Mountain) - Hunters gain a +4 racial bonus on Stealth checks while within Mountain terrain.

    Scavenger - Hunters gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

    Silent Hunter - Hunters reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

    Weather Savvy - Hunters are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.


    Spoiler: Warrior
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    A favored Temur battle tactic is to open with a downhill charge called the landslide, in which warriors ride battle sledges down the mountainside. Each sledge consists of a platform affixed to four or six two-handed, curved iron swords.

    Warriors hurl spears or fire bows as they descend. Others wield something like the bang nakh (tiger claw) hand weapon, fashioned from bones, fangs, or carved dragon claws. After the initial impact with the enemy, the warriors leap off, flip the sledge over, and detach the swords from quick-release bindings to wade into melee. The Dragonclaw's chief lieutenant generally leads the charge beside the war leader.


    Ferocity - Warriors gain the following extraordinary ability: If the hit points of a Warrior falls below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

    Frenzy - Once per day, whenever a Warrior takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

    Stalker - Perception and Stealth are always class skills for members of this race.

    Fearless - Warriors gain a +2 racial bonus on all saving throws against fear effects.


    Spoiler: The Jeskai
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    The Jeskai emulate the cunning of the dragon and their symbol is the eye. The people of this clan are martial artists, mystics, and wandering warriors. To the Jeskai, discovery and enlightenment are the ultimate goals. Members of the clan direct their energies toward learning and "ascending" to ever greater levels of accomplishment.

    Spoiler: Races of the Jeskai
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    The Jeskai way draws individuals from many races, though training must start young. Humans are common, but the way also draws Aven, Djinn and Efreet. The Djinn often serve as mentors for new students, whilst the Efreet find themselves most drawn to the discipline of Bloodfire.

    Spoiler: Djinn
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    Djinn have a natural affinity for Mistfire, the fire associated with Blue mana. These humanoids are often regarded as mentors by initiates to the Jeskai way and are the only sentient race on Tarkir, except for the Aven, capable of natural flight.

    Type - Humanoid (Djinn)

    Ability Score Racial Traits - Djinn spend much of their lives dedicated to the search for enlightenment, it is their dedication to this that often leads to positions of such prominence amongst the Jeskai. Djinn receive +2 Dexterity and +4 Wisdom

    Size - Djinn are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Djinn have a base speed of 30 feet.

    Flight Speed - Djinn have a flight speed of 40 feet with poor maneuverability.

    Unique Race - Djinn are a unique race of the Jeskai. As such, they do not receive the Jeskai Attribute listed below.

    Languages - Djinn begin play speaking their Clan Language (Jeskai). Djinn with high Intelligence scores can choose any other Clan Language they want.

    Cat's Luck - Djinn gain the following extraordinary ability: Once per day, when a Djinn makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

    Nimble Faller - Djinn land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

    Static Bonus Feat - All Djinn receive Martial Weapon Proficiency with any one weapon of their choosing for free. This choice must be made at character creation and cannot be changed.

    Weather Savvy - Djinn are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.


    Spoiler: Efreet
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    The homeland of the efreet is outside Jeskai territory in an inaccessible mountain range called Qadat, the Fire Rim. Unlike most Jeskai, efreet are never born into the clan. Instead, they make the choice to leave their home region and come to Jeskai territory once they are reach adulthood. Efreet who choose to embrace the Jeskai Way are outcasts from their own kind and are no longer welcome in the Fire Rim. By becoming Jeskai, an efreet is embracing a life of martial discipline over all else. They will not talk about their former lives, which is why Qadat continues to be shrouded in mystery.

    Type - Humanoid (Efreet)

    Ability Score Racial Traits - Efreet are passionate creatures, driven to seek out their own enlightenment at the cost of exile. Their wiry frames make them especially nimble, well-suited for the martial arts practiced by the Jeskai. Efreet receive +4 Dexterity and +2 Charisma.

    Size - Efreet are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Efreet are fast for their size, they have a base speed of 40 feet.

    Unique Race - Efreet are a unique race of the Jeskai. As such, they do not receive the Jeskai Attribute listed below.

    Languages - Efreet begin play speaking their Clan Language (Jeskai). Efreet with high Intelligence scores can choose any other Clan Language they want.

    Cat's Luck - Efreet gain the following extraordinary ability: Once per day, when a Efreet makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

    Nimble Faller - Efreet land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

    Static Bonus Feat - All Efreet receive Martial Weapon Proficiency with any one weapon of their choosing for free. This choice must be made at character creation and cannot be changed.

    Elemental Affinity (Fire) - If an Efreet is a sorcerer with the elemental bloodline corresponding to the elemental plane it has ties to (i.e., air, earth, fire, or water), it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, an Efreet able to cast domain spells that correspond to the elemental plane the Efreet has ties to casts its domain powers and spells at +1 caster level. This trait does not give Efreets early access to level-based powers; it only affects powers that they could already use without this trait.

    Lightbringer - Efreet are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If an Efreet has an Intelligence of 10 or higher, it gains the following spell-like ability: At Will—Light

    Pyromaniac - Efreet are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Efreet early access to level-based powers; it only affects powers that they could already use without this trait. If an Efreet has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame


    Spoiler: Jeskai Magic
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    On a practical level, the Jeskai use concealment magic to achieve an element of surprise—cloak their movements; disguise their identity; scout foreign lands; and ambush their enemies. On a metaphysical level, the Jeskai revere the elemental forces, or fires: soulfire (white), mistfire (blue), deathfire (black), bloodfire (red), and vitalfire (green). While the Jeskai recognize that deathfire and vitalfire exist, they are not considered part of the Jeskai tradition. According to Jeskai beliefs, death magic is an abomination and should be avoided at all costs. Vitalfire is considered off limits—it's a component of nature that is mindless and independent and should not be manipulated.

    There are many aspects to Jeskai elemental magic, including summoning elementals, temporal and spatial distortion, healing, protection, and combat advantage. A person who masters the three Jeskai fires has attained enough wisdom to explore the next level of existence and harness the sixth fire: ghostfire. Only a few people have ever learned to control ghostfire, and it is believed they are able transcend natural elements and alter their fundamental nature and existence.


    Spoiler: Clan Attribute
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    The Jeskai devote themselves to martial arts and skills with weapons. Every person, whether farmer, fisher, or monk, has a weapon of choice. Study and practice with this weapon continue throughout a person's life. A day without training is a wasted day according to the Jeskai. In addition to weapons training, the members of this clan devote several hours a day to physical meditation, resembling combat forms practiced in slow motion. This can be a mystical ritual, and Jeskai mages combine this practice with spells, but mysticism isn't required. Even for people who command no magic at all, this physical meditation slows down the aging process. The average Jeskai's life span is more than double that of other clans.

    Ability Score Clan Traits - The Jeskai practice martial arts as a means of honing the mind and growing ever closer to enlightenment. Their lands are amongst the most free of war as a result. This peace means they are rarely as battle-hardened as the other clans, though. Members of the Jeskai receive +2 Dexterity, +2 Wisdom, and -2 Constitution.

    Cat's Luck - Members of the Jeskai gain the following extraordinary ability: Once per day, when a Member of the Jeskai makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

    Nimble Faller - Members of the Jeskai land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

    Static Bonus Feat - All Members of the Jeskai receive Martial Weapon Proficiency with any one weapon of their choosing for free. This choice must be made at character creation and cannot be changed.


    Spoiler: Clan Roles
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    Spoiler: Artisan
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    The Ways to enlightenment are many and varied. Jeskai children who choose this path finish their education by learning a trade. The Jeskai are renowned for making weapons of all kinds and out of all materials, and every trade includes a component of weapon-making. Blacksmiths make kettles and swords. Weavers make blankets and braided whips. Carpenters carve wooden chests and arrows. There are artisan brigades that build watermills, boats, and other works for the Jeskai people. Many of the strongholds contribute funds for boat-builders to make and donate solid vessels for growing Jeskai families.

    Craftsman - Artisans gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

    Master Tinker - Artisans gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Artisans are also treated as proficient with any weapon they have personally crafted.

    Stonecunning - Artisans receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

    Multi-Talented - Artisans choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

    Skill Training - Knowledge (Engineering) and Perception are always considered Class Skills for Artisans.


    Spoiler: Mystic
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    The Jeskai see themselves as more enlightened than the other clans. Enlightenment is not considered an end state, and when asked what enlightenment is, a Jeskai monk might merely answer with a cryptic response such as, "Enlightenment is contemplation of that which cannot be contemplated." Curiosity and discovery are seen as essential elements to attaining wisdom. Students of the Way of the Mystic continue their studies in the arcane and martial arts and will eventually become scholars, teachers, and monks in a stronghold.

    Curiosity - Mystics are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

    Arcane Focus - Mystics gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

    Spell-Like Ability - Mystics can use Embrace Destiny as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.


    Spoiler: Wandering Warrior
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    Climbing the Initiate's stair is considered a rite of passage for Jeskai youth. The climb is not difficult—except they must climb the stair on their hands. It takes incredible stamina, strength, and balance to accomplish this feat and ascend all 1,578 steps without falling. Jeskai children spend years in preparation, which begins as early as four years of age. Those who have climbed the steps are considered adults. Many who accomplish this task go on to become Wandering Warriors. These students apprentice with an elder wanderer and spend increasing amounts of time in the wilderness, where they serve as scouts, spies, and nomadic arbiters of justice.

    Mist Child - Whenever a Wandering Warrior has concealment or total concealment, the miss chance of attacks against her increases by 5%.

    Nimble Attacks - Wandering Warriors receive Weapon Finesse as a bonus feat.

    Quick Reactions - Wandering Warriors receive Improved Initiative as a bonus feat.

    Jumper - Wandering Warriors are always considered to have a running start when making Acrobatics checks to jump.


    Spoiler: The Sultai
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    The Sultai emulate the ruthlessness of the dragon; the fang is their symbol. In the past, Sultai grew wealthy and powerful by exploitation of the people and the resources of the land.

    Spoiler: Races of the Sultai
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    The Sultai were the first clan to make deals with the powerful Rakshasas, ruthless cat-demons who offer great power at a terrible price. The Sultai soon became adept at deadlier forms of magic, and their willingness to use their magic made them even more formidable. The Sultai are ruled by a lineage of Naga. Master propagandists, the Naga have claimed dragon ancestry in order to connect their lineage to the power of the ancient dragons, which has given them another psychological advantage over the masses within their subjugated territories. Aside from the Naga, the Rakshasa, and their endless army of the dead, only Humans call the Sultai home.

    Spoiler: Naga
    Show


    The self-styled descendants of Dragons, Naga are a serpentine race native to the jungles of Tarkir. The Sultai naga have the power to hypnotize and charm. They use this to influence deals or outright control others' minds according to their whims.

    Type - Humanoid (Naga)

    Ability Score Racial Traits - Naga are beguiling, perceptive and have lightning fast reactions. Their luxuriant lifestyle, and the promise of riches, often makes them welcome amongst many rulers. Their opulent lifestyle means that many are somewhat weaker than the other races. Naga receive +4 Dexterity, +2 Wisdom, +2 Charisma, and -2 Strength

    Size - Naga are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Naga have a base speed of 30 feet.

    Unique Race - Naga are a unique race of the Sultai. As such, they do not receive the Sultai Attribute listed below.

    Languages - Naga begin play speaking their Clan Language (Sultai). Naga with high Intelligence scores can choose any other Clan Language they want.

    Plagueborn - Naga gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

    Natural Armour - Naga gain a +1 natural armour bonus to their Armour Class.

    Undead Resistance - Naga gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

    Beguiling Liar - Naga gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

    Hypnotic Gaze - Naga gain the following supernatural ability (the caster level is equal to the user's character level): 1/day—hypnotism; The effects last only 1 round.


    Spoiler: Sultai Magic
    Show


    Magic is employed differently by each of the three sentient races of the Sultai.

    The magic of the Naga is about warping the body, whether through shapeshifting or through modification after necromancy. They loathe humans, who they consider animals on par with their attack baboons. It is said that the Naga's cruelty comes from their resentment of the humanity they lost in ancient days. The Naga are also versed in powerful venoms and poisons that can kill an elephant with a mere pinprick.

    The magic of Sultai humans consists of elementalism and shamanism. They worship the power of the lands and are secretly attempting to contact their ancestors, who lived in a time when humans ruled the Sultai. Their magic is also based in making themselves more powerful. Strength, growth, and healing magic help them survive the tyranny of their superiors and give them value in the mercantile world of the Sultai.

    The Rakshasas wield the most aggressive and dangerous magic of all the Sultai. It is swirling darkness and powerful spirits of the dead. Their magic is the kind that lays waste to swaths of land or reduces an army to dust. They summon horrors and abominations that swallow cities and devour legions.


    Spoiler: Clan Attribute
    Show


    The Sultai call the creation of undead "the second skin." As a snake sheds its skin and is metaphorically born anew, reviving the dead is seen in the same light. In reality, this is a cruel joke within the Naga upper class. They have no respect for the Human dead, which is why they treat Human dead like chattel and have bodies modified to serve the most mundane tasks.

    Ability Score Clan Traits - The Sultai upper classes lead an opulent lifestyle. There is no excess too great within their court, but there is constant threat of subversion by their peers. The Sultai are Charismatic and Intelligent, often by necessity, but have never experienced hardship and so are physically weaker than most. Members of the Sultai gain +2 Intelligence, +2 Charisma, and -2 Strength.

    Plagueborn - Members of the Sultai gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

    Beguiling Liar - Members of the Sultai gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

    Emissary - Once per day, members of the Sultai can roll twice when making a Bluff or Diplomacy check and take the better roll.

    Greed - Members of the Sultai gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.


    Spoiler: Clan Roles
    Show


    Spoiler: Mage
    Show


    Naga and Human Sultai Mages are trained within Kheru Temple or the Ukud Necropolis. There they hone their dark arts, learning from the powerful Rakshasa in exchange for unnamed future services.

    Fell Magic - Mages gain +1 to the DC of any saving throws against necromancy spells that they cast. Mages with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier.

    Seducer - Mages add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, Mages with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user's character level): 1/day—charm person

    Silver Tongued - Mages gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.


    Spoiler: Assassin
    Show


    Playing a key role in Sultai politics, Assassins are masters of the unseen kill. Trained in the Gurmag swamps, these secretive individuals are perhaps the primary driver of the high paranoia in a Sultai court.

    Sneaky - Assassins gain a +4 racial bonus on Stealth checks.

    Poison Use - Assassins are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

    Darkvision - Assassins can see in the dark up to 60 feet.


    Spoiler: Merchant
    Show


    Called the Panjasi, these are the traders and dealers of the Sultai. It is primarily through their efforts that the legendary wealth of the Sultai has been maintained through the ages. Regular dredging expeditions unearth ancient treasures to be sold for exorbitant prices.

    Integrated - Merchants gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

    Sociable - When Merchants attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

    Gift of Tongues - Merchants gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

    Skill Bonus - Merchants gain a +2 racial bonus on skill checks made with Diplomacy.

    Skill Training - Diplomacy and Bluff are always considered class skills for Merchants.


    Last edited by Comissar; 2016-03-14 at 03:55 PM.



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    Halfling Bard and Sylph Illusionist by Akrim.Elf, Summer Rose by me

  2. - Top - End - #2
    Troll in the Playground
     
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    Default Re: Tarkir Lost to Time - OoC

    Spoiler: Races of Tarkir Continued
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    Spoiler: The Mardu
    Show


    The Mardu emulate the speed of the dragon, and the wing is their symbol. The Mardu are a feared warrior culture. Ruled by a code of honor, they are constantly at war, conquering lands with fierce battlefield tactics, matchless archery, and brutal war magic.

    Spoiler: Races of the Mardu
    Show


    The Mardu consist primarily of a roughly equal mix of Humans and Orcs. The two races constantly compete with one another in the heat of battle, though the Mardu treat anybody who has earned their War Name as a trusted ally. Goblins can also commonly be found amongst the Mardu, though it is far rarer for these diminutive humanoids to earn their War Name in battle.


    Spoiler: Mardu Magic
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    The Mardu have elevated archery into an art form, combining it with shamanic magic into a discipline called Dakla. They use ritually blessed bows and specially enchanted arrows as foci for impressive magical effects. The Mardu don't have "archmages," per se. Instead, champion archers weave powerful spell magic into their art. Volleys of whistling arrows raining out of the sky are often the first sign of a Mardu attack, and many battlefield generals have met their demise by being targeted by Mardu heart-piercers.

    The steppes and plateaus the Mardu call home are constantly raked by winds. Mardu shamans use great winglike motions to control and manipulate the wind, using it as a weapon against their enemies or guiding archers' missiles more effectively.


    Spoiler: Clan Attribute
    Show


    The Mardu success in conquering territories may be unmatched, but they live for the hot moment of battle, not for the slow years of ruling the lands they overtake.

    Ability Score Clan Traits - The Mardu thrive on battle, forever searching for the next worthy opponent. They take what they need and move on to the next target. This relentlessness favours the strong and the swift, but rarely do the Mardu look beyond the next fight. Members of the Mardu receive +2 Strength, +2 Dexterity, and -2 Wisdom.

    Desert Runner - Members of the Mardu receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

    Camouflage - Members of the Mardu gain a +4 racial bonus on Stealth checks while within the 'Plains' terrain type.

    Fast - Members of the Mardu gain a +10 foot bonus to their base speed.


    Spoiler: Clan Roles
    Show


    Spoiler: Archer
    Show


    Many Mardu warriors are expert archers, and some carve bows out of the dragon bones that litter Tarkir's landscape. Practitioners of Dakla, the way of the bow, weave magic into their archery. Bowriders train in mounted archery, and can ride at breakneck speed while still skewering an enemy from across the battle. Heart-piercers specialize in long-distance assassinations, using magic to enhance the range and accuracy of their missiles. Gutstretchers use enormous heavy bows that can devastate even giant-sized opponents; gutstretchers are often Orcs or Ogres.

    Spell-Like Ability - Archers can use True Strike, Longshot, and Gravity Bow as spell-like abilities once each per day. The caster level of the spell is equal to the user's character level.

    Sprinter - Archers gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

    Sky Sentinel - Archers gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. In addition, enemies on higher ground gain no attack roll bonus against Archers.

    Weapon Familiarity - Archers are proficient with all Bows and Shortswords.


    Spoiler: Shaman
    Show


    The Mardu have a contingent of shamans, but their magic is more about action than about wisdom and rituals. Mardu shamans are tested on the field of battle. Chasm shamans move the very earth to create rifts to trap, slow, or isolate enemies. Ragesingers influence a warrior's fighting, often by using ferocity-enhancing spells on the warrior's mount creature. Woe reapers channel the pain of their enemies' death-cries to power their magic.

    Spell-Like Ability - Shamans can use Heroism as a spell-like abilities once per day. The caster level of the spell is equal to the user's character level.

    Static Bonus Feat - Shamans gain Antagonize as a bonus feat at 1st level.

    Fleet-Footed - Shamans receive Run as a bonus feat and a +2 racial bonus on initiative checks.

    Sprinter - Shamans gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.


    Spoiler: Rider
    Show


    The tradition of mounted warriors is an art form among the Mardu. Valley dashers are swift riders meant to ride down and crush the enemy before they can react. Saddlebrutes are huge orcs or ogres who ride massive megafauna beasts. Solos are champion riders or mounted assassins who ride alone, employing stealth and magic to hunt down and eliminate the clan's enemies.

    Fearless - Riders gain a +2 racial bonus on all saving throws against fear effects.

    Sneaky Rider - Riders gain a +4 racial bonus on Ride and Stealth checks.

    Skill Training - Ride and Stealth are always Class Skills for a Rider.


    Spoiler: The Abzan
    Show


    The Abzan emulate the endurance of the dragon and their symbol is the scale. They are a clan that understands that the world is a brutal place, and that to survive in it, they must be able to rely on and trust the people around them.

    Spoiler: Races of the Abzan
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    The Abzan value community above all else. A strict series of hierarchal ties bond the Abzan houses together. The vast majority of Abzan are Human. The practice of adopting Krumar, orphans of enemy soldiers killed during raids, has lead to many Orcs being adopted into the Clan over time. The Aven regularly serve as scouts and diplomats for the desert-dwelling clan. Finally, in recognition of their aid hundreds of years ago, the Desert Ainok are recognised as being close allies of the Abzan.

    Spoiler: Desert Ainok
    Show


    Far less burly than their mountain cousins, the Desert Ainok are a hardy race. While the Abzan houses are nomadic, moving through the desert constantly, the Desert Ainok truly call it their home.

    Type - Humanoid (Ainok)

    Ability Score Racial Traits - Desert Ainok are extraordinarily tough, capable of surviving the punishing desert conditions without much hardship. Their knowledge of the land is invaluable when hunting for water, but the desert has stamped a strict cultural identity into them, rendering them largely unfriendly to outsiders to the Abzan. Desert Ainok receive +2 Strength, +4 Constitution, +2 Wisdom, and -2 Charisma.

    Size - Desert Ainok are Medium creatures and thus receive no bonuses or penalties due to their size.

    Base Speed - Desert Ainok have a base speed of 30 feet.

    Unique Race - Desert Ainok are a unique race of the Abzan. As such, they do not receive the Abzan Attribute listed below.

    Languages - Desert Ainok begin play speaking their Clan Language (Abzan). Desert Ainok with high Intelligence scores can choose any other Clan Language they want.

    Bite - Desert Ainok have a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

    Desert Runner - Desert Ainok receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

    Terrain Stride - Desert Ainok can move through natural difficult terrain at their normal speed while within 'Desert' terrain. Magically altered terrain affects them normally.

    Skill Training - Survival and Perception are always considered Class Skills for Desert Ainok.


    Spoiler: Clan Magic
    Show


    Abzan human magic revolves around ancestor worship, which is connected to the Abzan reverence for trees. Each family kin tree is a hub for its ancestors' spirits. Some among the Abzan have learned to communicate with these spirits, and even call them forth to either protect their descendants or harm their enemies. The Abzan have discovered that amber, tree resin, and sap aid in spirit magic. Amber wards are found in Abzan homes and Abzan soldiers carry amber with them to war. Spirit speakers consume distilled tree resin to help them connect to spirits. Weapons made from the wood of fallen kin trees are said to be blessed.

    The Abzan includes members of the canine race known as the Desert Ainok. The Desert Ainok of the Abzan Houses are deeply connected to the desert. They can always find their way to water, and they rarely become disoriented in the ever-changing landscape of the Shifting Wastes. In fact, some Desert Ainok have mastery over the sand itself. These sand shamans excel at obscuring their movements, scouring their enemies with sandstorms, or simply getting their enemies hopelessly lost. Some Humans have been taught this magic, relying on the instruction of their Desert Ainok kin.


    Spoiler: Clan Attribute
    Show


    The Abzan clan is made up of a web of interconnected families, each of which is ruled by its oldest member. To an outsider, the clan may look like a unified entity. In reality, the organization of the Abzan is dynamic, with families maneuvering politically to form bonds with some families while trying to isolate others. That being said, the Abzan are all too aware that disunity can allow them to fall prey to other clans. They select a khan to organize the clan's defenses and lead the army in times of war. Each family is responsible for providing soldiers for the greater Abzan army.

    Ability Score Clan Traits - The Abzan are a hardy, spiritual people. Family bonds are everything and the ancestors receive respect through thousands of tiny rituals. The emphasis on family, however, has turned their society into an insular one. Outsiders must work hard to earn the friendship of an Abzan clan member. Members of the Abzan receive +2 Constitution, +2 Wisdom, and -2 Charisma.

    Greater Defensive Training - Members of the Abzan gain a +2 dodge bonus to Armor Class.


    Spoiler: Clan Roles
    Show


    Spoiler: Dragonscale
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    Dragonscale are heavy infantry who make up the bulk of the Abzan army. These are troop levies pulled from Abzan families and carry dragonscale shields into battle.

    Battle-Hardened - Dragonscales gain a +1 bonus to CMD.

    Gatecrasher - Dragonscales gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

    Resistant - Dragonscales gain a +2 racial bonus on saving throws against mind-affecting effects and poison.


    Spoiler: Scout
    Show


    Abzan scouts play an important role in keeping the caravans safe. Scouting out the paths ahead, they keep watch for any attempts from the other Clans to ambush their homes.

    Desert Runner - Scouts receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

    Bond to the Land - Scouts gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

    Camouflage - Scouts gain a +4 racial bonus on Stealth checks while within the 'Desert' terrain type.

    Stalker - Perception and Stealth are always class skills for Scouts.

    Terrain Stride - Scouts can move through natural difficult terrain at their normal speed while within 'Desert' terrain. Magically altered terrain affects them normally.

    Low-Light Vision - Members of this race can see twice as far as a race with normal vision in conditions of dim light.


    Spoiler: Spirit Speaker
    Show


    When disowned Abzan die, their spirits have no place to go. Some Abzan mages seek out these lost spirits. This is a taxing feat because these spirits are vengeful and malicious. However, in times of war, the malevolent spirits are channeled by Abzan mages to be unleashed against the enemy.

    Spell-Like Ability - Spirit Speaker's can use Ancestral Communion as a spell-like abilities once per day. The caster level of the spell is equal to the user's character level.

    Enclave Protector - Spirit Speaker's add +1 to the caster level of any abjuration spells they cast. Spirit Speaker's also gain the following spell-like abilities (the caster level is equal to the user's character level): Constant—nondetection; 1/day—faerie fire, obscure object, sanctuary

    Skill Bonus - Spirit Speaker's gain a +2 racial bonus on skill checks made with Knowledge (History).

    Resist Level Drain - Spirit Speaker's take no penalty from energy-draining effects, though a Spirit Speaker can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws.

    Fearless - Spirit Speaker's gain a +2 racial bonus on all saving throws against fear effects.


    Spoiler: Big 16
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    Pathfinder E6, with the above homebrewed additions

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    The game will involve a decent amount of hack and slash, but will also have an investigative aspect. Something's happened to the Khan's, gotta find out what.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    I'm aiming for 4-5 players. If there's sufficient interest, I'll look at alternates as well.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    Play by Post on this forum.

    5. What is the characters' starting status (i.e. experience level)?

    You start at 3rd Level.

    6. How much gold or other starting funds will the characters begin with?

    Starting funds as wealth by level. A maximum of 33% of this can be spent on any one item (i.e. no more than 1,000 gp can be spent on any one item).

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    Official Pazio only. Firearms are not permitted. While blackpowder exists on Tarkir, it has not advanced beyond the firework stage.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Only the races listed in the above two posts are permitted.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    You may either roll two sets of 4D6B3 (choosing the one you wish to keep), or you can use 20 point buy. Given the very swingy nature of the dice roller on the forum, I strongly recommend using point buy.

    To generate hit points above first level, you may either roll, or choose average (e.g. a Level 3 Barbarian could roll 2D12, or take 13). Again, I highly recommend the latter option given my personal history with the forum roller.

    10. Does your game use alignment? What are your restrictions, if so?

    Alignment will be used, but you are not hide-bound by it. Assign yourself the alignment you believe your character to be. If you drift away from it, I shan't penalise you (unless you're playing a class that requires a specific alignment). If I feel you've moved away from your listed alignment, I will let you know in the out of character thread. You'll have a choice to either have your character act more closely to their initial alignment, or change your listed alignment to fit their current actions. If you do neither, and continue to act outside your listed alignment, I will request you change it.

    A single action is not enough to change alignment. Breaking tradition, while a Chaotic action, will not immediately make a Lawful character Chaotic. Similarly, saving a persons life without prior motivation, while a good action, will not shift an Evil character to a Good alignment instantly. It takes multiple instances of these acts to shift alignment, and it is not a rapid process. Additionally, intent often matters, and different actions are weighted differently. Bullying and cold-blooded murder are both evil, but one is far more consequence heavy than the other.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Multiclassing is fine, just remember it's E6, you may not want to multiclass too much.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Character rolls will be made by their players. I may ask for specific rolls (perception being most likely) from time to time, but generally agency will be left to you.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    Normal rules except as mentioned in previous posts.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    I would like to see a reasonable character background. Specifically, talk a little about your characters life in their clan, what their role is, etc.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    As point 2

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    Paizo content only. If you have a burning desire to play something else, ask me. I'll probably say no, but I will at least look.


    Ok, before we get an IC thread, let's discuss the game a bit.

    Obviously, you're each from different clans, so we're going to need a good reason for you all to be in one place. I'm thinking this campaign is probably taking place a month or so after Narset left with Sarkhan on her journey to Ugin's Nexus. By this point, I see the Jeskai getting concerned about the continued absence of their Khan, searching for her with scouting parties and reaching out to their allies. That gives a good jumping in point for the Abzan, the Abzan and the Jeskai are often on good terms. The question then, is, how to bring Sai in. If you have an opinion on that, dmarks, feel free to share.

    Edit - Oh, before I forget, please choose a speaking colour as well.
    Last edited by Comissar; 2016-03-12 at 08:40 AM.



    GLaDOS Avatar and Pokémon Sig. by me

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    Halfling Bard and Sylph Illusionist by Akrim.Elf, Summer Rose by me

  3. - Top - End - #3
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Oct 2012
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    Default Re: Tarkir Lost to Time - OoC

    I thought it would be a good idea to post my character first of all.

    EDIT: I realised bying Masterwork Arrows is dirt cheap. Why have I never done that before.

    EDIT 2: As for how our former slave will join the group...The first idea that came to me was that maybe he happened to come across Jeskai lands and they captured and took him in. However despite his...situation...The wise Jeskai could tell that he spoke the truth about having fled his now former clan instead of being a spy. And so despite bringning possible evil to their lands the Jeskai would shelter him at least untill he gets back up on his feet. That is as far as I can imagine tho. I honestly have no idea for a reason he would be sent out with a scouting party on a mission to search for Narset.

    Jin is going to speak in the color Blue.

    Jin Tao, The White Lotus


    Spoiler: Apperance
    Show
    Jin stands at almost 2 meters tall with an well honed athletic build, what he lacks in raw strenght he makes up for it with speed and flexibility. Like all Djinn he looks pretty much the same like his brothers and sisters, however, his skin has more of a white tint rather than blue, his horns going back and bends slightly uppward at the point and he has also the two horns going down the sides of his face. However perhaps an unusual trait is that rather than black his horns are coloured bright gold.

    He chooses to wear robes with white, bright blue and gold colors but is not against wearing other colours if the occation requires it. And he tries his best to keep himself clean and his clothes in good shape. He also bears the sign of the dragons eye on his forhead.

    Spoiler: Outfit
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    Spoiler: Personality
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    Jin is a gentle, calm soul. Spending most of his time in quiet contemplation. He as many of his fellow tribe members seek the path of enlightenment through mastery of his own body, mind and soul. Perhaps not common for the Jeskai however is that he has chosen the path of Zen Archery and seeks enlightenment through mastery with the bow and to cultivate his sight with the mind's eye. He is a peacefull person and preferably wishes to avoid a violent confrontation. However for all his wisdom and insight he lacks a force of personality to make people who are not listening to him heed his advice. So more often than he would like is his words brushed off or ignored. He has also taken a vow of truth and so he will never decive or lie. He belives that peace can be found by understanding eachother and being honest. But despite his noble intentions the truth might be taken the wrong way by some which has indeed happened a few times. He also lives very modestly, at least when it comes to food and drink, having taken a second vow of fasting he only eats rice and water with the occational touch of something small during bigger occurances. He belives that if he can abstain from such luxury maybe he will be able to pass on whatever he would recive to someone who is in more need of it.


    Spoiler: Background
    Show
    "Through your mind's eye you and your target become as one, the arrow your will. To aim is to aling your will and through the mastery of the bow, you will master your will."

    Jin grew up in the smaller settelment called Daikyu village. Which is a neighboring town to the Riverwheel stronghold with about a days walk up the mountains. And as with many other children his training started early. It began in the Riverwheel stronghold where he was taught the use of the nine-sectioned-whip, the meditation rituals and the common studies of the jeskai and at the time he was to choose his path, he chose the path of the wandering warrior. You see, in his village the school which makes out it's center is small and its teachings are not one common for the Jeskai way. That is the art of Zen Archery, the way of the bow. A much more spiritual counterpart to Mardu's use of this weapon. Everyone in his village who chose the path of the warrior has become one of its students which might not be too many but the Jeskai has still allowed them to continue their teachings. But like everyone else Jin was sent to learn the basics and lay the foundations at the Stronghold. Once he chose his path he went out with one of the teachers of the Stronghold in to the wilderness and his name was Fei Lian, a Djinn and a master of the Crane style. And under her watchfull gaze Jin was taught the basics of the martial art and honed his strenght and flexibility. Already, Fei could see the potential that he had, his wisdom exceeding many of those before him apparent through their many long philosofical discussions between exercises.

    Then came the day where he would climb the initiate's stair and achive adulthood. And after a long climb he finaly managed to reach the top. But up there was someone he had not expected to meet. It was Zhao Ying, a human and master of the school from his village. And soon after he had discovered this Fei would also join them at the top. It was here where he had to make a choice. Choose to continue his teachings with Fei and master the art of unarmed combat, or follow Zhao back to his home where he would start learning the art of the bow. Standing at this crossroad he sat down and thought. Staring towards the horizon from the great veiw at the top of the staircase with the two masters patiently waiting. "The sky has an endless horizon; there is no limitation when you look out towards it. There is nothing to stop your mind's eye prodjecting itself across as far as you can imagine...It is not your range of sight that is important...But rather the scope of your imagination." Was the words Jin spoke after a long silence to which both the masters smiled. Proud of the younglings new insight. Jin then finaly chose to go home and let Zhao take him under his wing. Fei smiled and they exhanged bows, having complete understanding of her students choice and wished him the best of luck before she left, leaving Zhao and Jin alone at the top.

    He was welcomed home with open arms and to the cheer of his now fellow students that he would join at the school and so he started his appreticeship under Zhao Ying. Unlike the time in the wilderness however the training there was much different and suited him much better. Less time was focused on the strenght of your body and more towards meditation and countless hours of archery practice, balance and form. However the task of disregarding his own eyes and instead see through the mind's eye was a task many of the older students still had trouble and Jin was no different. However Zhao Ying knew that Jin had much potential if only he could harness it. And then it happened. One night, Jin woke up from a dream. In the dream he had been standing on a beach, looking over the horizon to the edge of the heavens and once there he would focus and found his center. And something within him would awake as he would fly across the sky which would continue for an eternity before he woke up in his bed. He silently got up and grabed his bow and went to the target feilds. Once there he took his stance and closed his eyes, pulling the string back and trying to find that same feeling he had in the dream. He would open his eyes again and notice that the arrow was not there anymore, it was infact burried deep in to the center of the target. He was not even sure he remembered letting go of the arrow in the first place but he tried again, and again, and again untill all of his arrows struck true. He wanted to cheer with joy at his progress but he did not want to wake the other students. Unknowingly he had been watched by Zhao Ying the entire time and would approach Jin with a slow clap and a wide smile. "Unlocking your mind's eye is no easy feat...Congratulations..."

    The next years of training would be more focused on enhancing his new found skill. And he supprised his master not only with the capacity of his mind's eye but the way he merged his archery with the stance of the Crane style. The other students started unlock their mind's eye as well and so their real training began. But now once he is starting to become a more established member of the school he started pondering on its future. Who would take over after Master Zhao? Will the school survive the test of time or will it be forced to close due to the lack of students? He expressed his concerns to Zhao but he was told not to worry, anwsers would come in time. So now he has made it his goal to ensure the schools survival in the best way he could and it would be to preseve its teachings and maybe even hope to take over for Master Zhao one day.
    Last edited by Nyan; 2016-03-12 at 09:09 AM.

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    Few clans are as unequal as the Sultai, and none know that better than the slaves.

    From as far back as Sai could remember he had served in the halls of Kheru Temple, from minor chores as a child, to back breaking work as a young man, and finally as one of the many slaves of the Naga sorceress Essini. Sai was not a revolutionary or even particularly strong willed, and accepted his masters' tyranny with the same bowed head as his fellows. So it was not through personal triumph that Sai gained his freedom.

    One night, a group of slaves were brought before Essini in her vault like chamber, a shadowed place where the naga wielded her fell powers. The slaves cowered whilst the naga performed a summoning, drawing a rakshasa demon from the darkness. Essini bargained for the power to transform the sacrifices, for that was what the gathered slaves were, into the mightiest undead sibsig, but the cat betrayed her. Whilst the naga turned to watch their transformation, the cat demon stole the strength of the gathered slaves, and gave it to Sai, rather than his mistress. The slave glanced about as he felt a roaring tide of mana blaze through him, sickening and yet sweet. The cat demon, whose name he did not know, whispered in his ear that he should strike the naga whilst she was unprepared, but even with that great power, Sai couldn't bring himself to fight back against years of indoctrination. Eventually the Sultai sorcerers decided to train Sai, for they had felt his power and Essini felt confident that he would not betray them, for they believed he would soon become as greedy as they.

    Sai slowly adapted to the life of the Sultai, but whilst he was as ruthless as his fellows, he could not match their arrogance. He let himself slip into the shadows and remained beneath notice. He was never visited again by the demon that had given him his powers, but he was reminded of that day every hour, for beneath his rich robes, his body bore a dark and twisted mark where the souls of his fellows had poured into him.

    After several years of training, he was visited by his erstwhile mistress. The naga used honeyed words to convince him that there was an important mission for him, that could win him much wealth and power. Essini exhorted Sai to travel into the swamps and learn the arts of the assassins there, for the naga had dreams of a sorcerer assassin who could slay her foes and enable her to seize power from the khan herself. Sai's training in the Gurmag swamps was brief, but perhaps changed his life more than any event before. For the first time he was removed from the ordered hierarchy of the Sultai, where there was only master and slave. In the swamps, there was a freedom Sai had never experienced before. He took to the work quickly under his trainers, but one month after joining he was visited by a rakshasa. The creature offered Sai wealth and power to abandon his training and return to the Kheru temple and slay Essini, but Sai stared the creature down and refused. He would not be it's pawn, for he now knew the ways of the Rakshasa and Naga, who would use others for their own gain.

    Instead he fled the ruined palace where he had been trained... and came face to face with a small cat. The feline was midnight black, with small burnt orange stripes radiating from it's face, and it grinned at Sai lazily. Sai fled through the swamps, but Cat was always with him, smiling it's knowing smile and whispering secrets of magic to him as he slept. Sai could never tell if this was the same cat demon that had originally betrayed Essini, or another one come to use him, but he tolerated it, for he didn't have the power to banish it. And besides, in the swamps of Marang, he needed all the help he could get.


    Depending on at what point we wanted to start perhaps the Abzan and Jeskai have already sent out their scouting party? The jeskai spot Sai and he's captured, but they don't have resources to send him back, and he's a valuable source of information about the Sultai if they keep him? So reluctantly he is brought along with the party and eventually we become a world-saving gang?

    Alternatively, Sai runs across a clue, but has no idea what it is (a map?) and then the rest of the gang find him and again, teamup!

    I can't see anyone quite trusting anyone else (even with magic and detect thoughts, I don't think Jeskai and Abzan would quite be willing to help a former Sultai mage). Worth mentioning, that though not mentioned specifically, Sai's role as a mage would have led him to battling with the other clans at various points, even if only skirmishing (I guess this would be true for all our characters), so there may well be bad blood to overcome.

    Also nabbing whatever maroon-ish colour this is.
    Last edited by dmarks; 2016-03-14 at 04:03 PM.

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    Default Re: Tarkir Lost to Time - OoC

    Omet the Paladin

    Speaking in...Hmmm, usually go blue but that is taken and red doesn't fit the character. Lets go Green and hope I remember it. Can people read that or should I got for the one step darker Green?

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    Omet was born into bloodshed and war. Bleeding and wounded parents fled from the Abzan after his village had lost a battle when he was born. Two days later he was found in the arms of his two dead parents by the Abzan. For most of his life he lived in Arashin. He was lucky enough to be adopted by an extremely well connected family. However, from a young age it was clear he was an odd boy. While he was diligent in his studies and tried his best, it quickly became obvious he was not the smartest lad. He barely had the basic grasp of even the simplest tactics let alone anything more complex like supply lines. While he was able to become decent at fighting he just wasn't aggressive enough. Sparring matches almost always ended with him losing after a rather long exchange. It looked like he wouldn't be a warrior. Despite his ineptness, he was well liked so they tried to teach him how to be a merchant. Any thing he tried to craft ended in failure. From half formed pots to poorly weighted weapons anything he made was useless. His adoptive parents had started looking into him a caravan helper when he had found religion and white magic.

    Either from his loyalty or beliefs he became pretty good at white magic. While not being capable of a wide variety of powers he was able to heal and protect others with his divinely granted powers. With his ability to heal he felt obligated to join the army. He was assigned to the Dragonscale infantry, as his ability to protect those around him and heal would make him quite valuable. He got along with his fellow soldier quite well and he followed orders well. If it wasn't for his stupidity he would have been a shoe-in for a promotion.



    As for how they met, I'm not sure. Omet makes sense to be someone to send to help. That diplomacy would be good at gathering information and healing is always nice. Not sure how Sai gets in though.


    Also I have to say this is going to be really weird in a fight. Three out of the four people don't want to be on the front line. The one person who does want to be on the front-line has feats planned out to assist people adjacent to them. Might have to go into antagonize and standstill combo instead of going into the body guard chain. Though I guess In Harm's way is still pretty good. It looks like in smaller corridors, Omet move forward forcing the opponent to either take an AoO, tumble or not move at all while everyone else debuffs, controls or does damage. In a more wide open area Omet literally can't protect everyone so it is a bit more difficult to place and will depend more on the set up.

    Also on a random note, mw arrows don't stack with mw longbow as they both give an enhancement bonus to hit.
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    Default Re: Tarkir Lost to Time - OoC

    So Comissar have you figured out any ideas? in order to bring the party together?

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    Busy weekend has been busy. I'll have some stuff up, including the IC, by tomorrow evening. dmarks, Sai being someone with something potentially valuable could help give a reason for him to be in the party if you want to go that route. The Sultai are a funny clan, on the one hand they can be very duplicitous and back-stabby, on the other, they can create very mutually beneficial arrangements when the mood strikes them. I'll leave it up to everyone else on how they want to treat Sai, but I figure the rest of you will likely be starting out at a Jeskai village, where Omet has been sent to rendezvous with the two monks.



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    Default Re: Tarkir Lost to Time - OoC

    Here, and claiming Purple. I'm a bit busy at the moment but will elaborate soon.

    Okay. I think that Ren would accept a Sultai mage without any qualms as long as they brought knowledge that he likes - He's always looking to learn new spells, or new things in general. To be honest, he'd prefer a Sultai mage to an Abzan paladin, but he's not against either of them.

    As for combat - Half my build is dedicated to being frontline, though the other half is dedicated to being backline. I'm guessing I'll end up switching to warrior-mystic mode more often than not, though. Unfortunately, my main attack in that mode is an AoE against all adjacent creatures, so I think we'll have to take a lot of 5 foot steps away from each other and then back together.

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    Ren is a stocky young man, usually dressed in simple, comfortable white robes and slip-on cloth shoes. He would seem mostly unimportant, except that he constantly buzzes with energy, and a keen eye can usually spot his hands fiddling with something or weaving mist between his fingers. He once carried a heavy backpack with uncharacteristic enthusiasm, happily taking on extra weight for the sake of books (and equipment, though that is a lesser concern for him), but one of his first items to create was a bag to ease that weight and allow him to carry even more. He even straps assorted reading material to the sides of the bag, making it seem more like the knowledge-stuffed container it is.


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    Ren is a constantly probing, curious individual, who more or less thinks learning new things is the best thing to do with life. He often argues heatedly with elders who want him to calm down, but usually ends up conceding many points and acquiescing. In times of conflict, he's always trying to regain control of the situation, but if that fails, he's not afraid (perhaps even over-eager) to show off his mastery of Mistfire in close-ranged combat.
    Last edited by r2d2go; 2016-03-13 at 08:00 PM.

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    Default Re: Tarkir Lost to Time - OoC

    Omet wouldn't care much. He doesn't have much love for the Sultai but he was assigned to do the mission so it doesn't really matter if he likes them or not. There would be a problem if someone with knowledge religion explains the mark of evil to him or that Sai's powers come from the sacrifice of slaves but that seems like something the vast majority of people realize they shouldn't tell a paladin.

    Also I realized there is a language divide in this party. Omet and Jin Tao don't share a language. If it is ok I can shift a rank from heal to linguistics to learn Jeskai.
    Last edited by Hamste; 2016-03-14 at 11:48 AM.
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    Default Re: Tarkir Lost to Time - OoC

    I would almost suggest giving everyone eachoers languages to avoid not being able to talk to eachother.

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    Default Re: Tarkir Lost to Time - OoC

    Hamste, feel free to shift a skill point.



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    Default Re: Tarkir Lost to Time - OoC

    Ok, should be changed...also editing mythweavers on phone is horrible. If it didn't save right I will edit it when I get home.
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    Default Re: Tarkir Lost to Time - OoC

    Hey, look, an IC!

    Edit - @Nyan and r2d2go - Both Jin and Ren can open their scroll tubes if they wish, but it will require breaking the seal upon it. I will pm you the contents if you wish to do so.
    Last edited by Comissar; 2016-03-14 at 03:57 PM.



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    Default Re: Tarkir Lost to Time - OoC

    Quote Originally Posted by Comissar View Post
    Hey, look, an IC!

    Edit - @Nyan and r2d2go - Both Jin and Ren can open their scroll tubes if they wish, but it will require breaking the seal upon it. I will pm you the contents if you wish to do so.
    Jin will choose to not open the scroll.

    Also yay only Ren left now! Lets get this show on the road!!

    EDIT R2d2go you ready to post or are you going to be busy with something for a while? ^^
    Last edited by Nyan; 2016-03-15 at 06:33 PM.

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    Quote Originally Posted by Nyan View Post
    Jin will choose to not open the scroll.

    Also yay only Ren left now! Lets get this show on the road!!

    EDIT R2d2go you ready to post or are you going to be busy with something for a while? ^^
    Sorry, yeah, I'm away from a computer. On the way back home now, so I'll be able to reply in less than an hour.

    On the bright side, while away from a computer, I doodled some pictures of Ren Xian!

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    Last edited by r2d2go; 2016-03-16 at 12:07 AM.

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    Default Re: Tarkir Lost to Time - OoC

    @dmarks - Sorry for taking control of Sai's familiar for the past two posts, it just provided the best reason for Sai to find his way to the village. Feel free to retake control from here on in.



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    Default Re: Tarkir Lost to Time - OoC

    No problem Commisar! The way I wrote his backstory, he actually understands little about his familiar, so I think it's better for me not to write it (or at least everything, I can do some inconsequential roleplaying, but I'll leave it open as to who/what Cat is)

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    Default Re: Tarkir Lost to Time - OoC

    Hey comissar you never mentioned the ressults of my preception.

    Also i dont feel like there is anything else for me to do besides waiting for the meditation to end. So if everyone agrees perhaps we could just move ahead to that point?

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    Default Re: Tarkir Lost to Time - OoC

    I had assumed the perception was just to keep track of Sai? Was there something else you were hoping to achieve with it?



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    Default Re: Tarkir Lost to Time - OoC

    Quote Originally Posted by Nyan View Post
    Hey Commissar you never mentioned the results of my perception.

    Also I don't feel like there is anything else for me to do besides waiting for the meditation to end. So if everyone agrees perhaps we could just move ahead to that point?
    I'm good with time skipping until the end of the meditation. I'm about tapped out for conversations that Omet can have with the two.
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    Default Re: Tarkir Lost to Time - OoC

    Quote Originally Posted by Comissar View Post
    I had assumed the perception was just to keep track of Sai? Was there something else you were hoping to achieve with it?
    Well yeah but nowhere in the post did you mention that Jin actually managed to do so. Unless I missed it of course.

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    Quote Originally Posted by Nyan View Post
    Well yeah but nowhere in the post did you mention that Jin actually managed to do so. Unless I missed it of course.
    Your perception exceeded Sai's stealth, and since your comment at the time of the post indicated you were aware of that I didn't see a need to explicitly comment on it.



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    Quote Originally Posted by Comissar View Post
    Your perception exceeded Sai's stealth, and since your comment at the time of the post indicated you were aware of that I didn't see a need to explicitly comment on it.
    Oh no I was not. I dont look at peoples spoilers. So I was not even aware at the time that he had even made a stealth check.

    Well in any case it does not matter much xP

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    Default Re: Tarkir Lost to Time - OoC

    Ah, ok. The way you phrased your perception check made it sound like you had seen it. Well, to be clear, Jin can still see Sai



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    Default Re: Tarkir Lost to Time - OoC

    Hey comissar could we perhaps move on or are you waiting for the other players to speak their oppinion? You could always post and then if they have any objections and stuff they want to do before we can simply add that in then.

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    Default Re: Tarkir Lost to Time - OoC

    I was waiting on Hamste, but somehow completely missed him saying he was ready to move on. Will have a new post for you all shortly.



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    Default Re: Tarkir Lost to Time - OoC

    How obvious is race in this world? Specifically, would Omet be able to tell Sai is Sultai by looking at them or hearing their voice? Keeping in mind he is horrible at putting things together.
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    Default Re: Tarkir Lost to Time - OoC

    Race isn't massively obvious between some of the clans. I guess it might be a bit more were you to be living in the world, but I think clothing differences and general mannerisms would be the biggest giveaway. Accents probably also play a part.



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    Default Re: Tarkir Lost to Time - OoC

    I'm afraid the IC update is going to have to wait until tomorrow evening. I'm under the weather currently, and only just finished running an IRL session, too drained to give a proper IC update as a result.



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    Default Re: Tarkir Lost to Time - OoC

    As I see the order of this conversation happening it goes something like this.


    The elder asks Omet the question.

    Omet replies

    Jin approaches and introduces himself, handing the elder the scroll.

    Ren comes and gives the elder his scroll. (Without introducing himself nor saying his name x3 I suggest editing that in.)

    Sai notices that he has been spotted and walks up to the group.

    So now I belive it would be fitting for the Elder to react to all of these events.
    Last edited by Nyan; 2016-03-20 at 08:46 PM.

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