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    Josh's page

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    Re: Josh's page

    Post  Chris on Fri Oct 27, 2017 1:08 am

    whit10 wrote:
    There are only Bull-born (minotaurs I guess), Feline-born (Tabaxi template), Avian born, Jackal-born, and Croc-born


    World- low tech (iron age at best), medium magic, high divine, medium social


    good start!

    there are the native races and plane stats


    next project: racial interaction

    give me a race by race breakdown:

    1) how each race views the other native races
    2) how they view outsider races from other planes
    3) how they view travel between the planes
    4) why did they build a ward in the great city?
    5) is it a racial caste society or can any race fulfill any role in society
    6) anything else we need to know about the races
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    Re: Josh's page

    Post  whit10 on Wed Nov 01, 2017 8:36 pm

    …As Ra looked down on his dying kingdom, he summoned the other gods of Egypt together. A new world was needed for the faithful; this one had gone over to lesser beings with false gods and morals – in Ra’s eyes, humans were to blame.

    Ra consulted Thoth, wisest of the Gods. After much searching Thoth found another dimension similar to Earth.  There the chosen of Ra could begin anew and have their kingdom unsullied by the overgrown walking apes. Here the more noble creatures would rule… Felines, Bulls, Jackals, Bulls, Hawks, Falcons and Crocodiles.  They would be the chosen ones now. A new age began in a new land called Memphis (for the holy city of the 1st age). There was only one catch: this new world was joined to many other worlds through a great city of magic and power.  Ra accepted this as a risk and decided to have his representatives sent to this city.

    Memphis is a prosperous land, full of wonder and magic; towering temples, tombs and other wonders built for the gods.  It is also a land of considerable competition between the various races for supremacy. Though this takes the form of friendly rivalries and competitions… it has unseated more than one Pharaoh. However, with the discovery of the road network, the Kingdom of Memphis has more than its own native problems to deal with. To this end, the Pharaoh created a special sect from among his best and brightest. They are assigned to work with the outlanders from beyond Memphis. Theirs is the only sect that it not based on racial hierarchy.

    Races and Hierarchy in Memphis:
    All sections of society are ordered, according to the divine edicts of Ra. The Avian born rule the kingdom equally with the Bull-born. Both are considered the ‘top’ caste of Memphis society. Cat-born are the warriors and guardians of temples. There are also a few powerful sorcerers in the service of Pharaoh. The Jackal and Croc born are the lowest caste in Memphis. They furnish workers, sailors and soldiers for the Pharaoh. Only in the Temple of Ptah, the master builder, are all races treated as equals. The Pharaoh’s special task force – that works in the other planes and the Great City– is the only other non-caste based group from Memphis. This caste system is fairly rigid and allows for almost no advancement (outside of a special edict by the Pharaoh). According to accepted belief, the races all represent a different facet of the gods and all are, therefore, equal. This is not the common social relationship though. Sexism exists but is not legal nor overt. There have been female Pharaohs on some occasions and female of all races assume many roles in Memphis society.

    Among Cat-folk, there are various clans of the large cats – tigers, lions, leopards and cheetahs. Cat-folk clans are matriarchal, unlike many other Memphis races. The Great Mother is a title of power and status bestowed on the most respected and feared female in each clan. They are expected to rule with absolute authority in their clan.  

    The lands beyond Memphis are populated by other races: horse-men, lizard men, “demons” and elephant men. The desert sands are also the home of great monsters and demons that strike terror in most of the living. (Demon is a catch-all phrase for magical creatures that Memphis races know nothing about)

    The great city – Ra gave knowledge to a separate, elite, cult of Thoth that would engage with other races and beings, from beyond space and time. This special “embassy” is populated with only the most elite and talented from Memphis, they are not allowed to tell anyone from their homeland what they engaged in. The “ward” is protected due to Memphis society being suspect of outsiders.  Traders are welcomed in the capitol city, but others are quite restricted so that they will not ‘contaminate’ the world of Memphis. Travel between planes, for the uninitiated, is viewed as Divine travel that relies on the Pharaoh’s divine status and connection to the gods. The monarchy is careful to cultivate this view as much as possible. Only humans that visit Memphis are seen with total suspicion (given their place in Memphis mythology) – they will be tolerated, but only if they have permission to be on the planet (in Memphis anyway).


    Arkus – Bast - Khafre is a Cat-Folk. His clan is that of the Black Tiger. They are known as ferocious and cunning warriors. Often they are called upon to defend the Pharaoh or to serve as elite troops in battle. They are also enlisted for “special” assignments.  More than a few sorcerers have also come from their ranks. They prefer studying their enemies and using cooperative, tactical warfare over blindly attacking a chosen enemy. They tend to have little interest in wealth; being more inclined to deeds and status. “Prizes” of warfare are also considered very valuable and convey greater status. Familial bonds are particularly strong with Cat-folk.  Cat-folk also tend to be inquisitive; due to their nature as felines.



    Let me know if I need to change/amend anything with this... it's still in flux


    Last edited by whit10 on Fri Nov 10, 2017 3:38 pm; edited 2 times in total
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    Re: Josh's page

    Post  Chris on Wed Nov 01, 2017 10:13 pm

    WOW!  lots of great ideas and story hooks in there, good work

    I want to make sure I understand a few points.  All my questions are with the understanding that the answers are from the point of view of beast-folk and\or their gods

    whit10 wrote:
    Ra consulted Thoth, wisest of the Gods. After much searching Thoth found another dimension similar to Earth.  

    Did Thoth "find" the Road or "make" the Road?

    A new age began in a new land called Memphis (for the holy city of the 1st age). There was only one catch: this new world was joined to many other worlds through a great city of magic and power.  

    is Memphis their name for their ward only or the whole mega-planar-city?

    Ra accepted this as a risk and decided to have his representatives sent to this city.

    To this end, the Pharaoh created a special sect from among his best and brightest. They are assigned to work with the outlanders from beyond Memphis. Theirs is the only sect that it not based on racial hierarchy.

    what is the name of this sect?  were they the ambassadors initially sent to scout the mega-city?  can they freely leave the Egyptian ward? (divine travel restriction you mentioned)

    Traders are welcomed in the capitol city, but others are quite restricted so that they will not ‘contaminate’ the world of Memphis.

    are merchants allowed anywhere in Memphis or only in the agora around the Road itself?

    Travel between planes, for the uninitiated, is viewed as Divine travel that relies on the Pharaoh’s divine status and connection to the gods. The monarchy is careful to cultivate this view as much as possible.

    ok, so there is a cultural restriction on using the Road?  what about travel to\from the original home plane?   is that still on-going or is it basically closed now?  

    Only humans that visit Memphis are seen with total suspicion (given their place in Memphis mythology) – they will be tolerated, but only if they have permission to be on the planet (in Memphis anyway).

     cool!  what about humans from the home plane?  are they allowed to move through Memphis to reach more human-friendly planes?  


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    Re: Josh's page

    Post  whit10 on Thu Nov 02, 2017 12:07 pm

    Thoth found the road - though he already knew about it (Ra just never asked, lol)

    Memphis is their name for their civilization and "nation." The ward could be called Abydos or something like that.

    The sect is called the Medjai - (I actually didn't know that The Mummy got this one right). They were ambassadors at first but it was quickly realized that those with martial or magical prowess would be needed. They are the only ones given the power to leave and roam freely (to defend Memphis)

    Merchants are allowed in the capitol to trade and set up shop. Memphis is home to mysterious crystals, called Ra - stones, that are mined for magical purposes (and because it's a beautiful color - the rich like to decorate themselves with it). Because they are so low-tech, they have no idea that the crystals can be used to power high tech equipment.

    Only the Medjai are allowed free travel on the road (for Memphis races). Others are only allowed to leave with royal approval (through a minister). The original plane (Earth) is banned to all; though the Medjai are allowed to go there if there is a direct threat to Memphis.

    Humans are allowed to move through if they take care not to interact with anyone on the Memphis plane. They are viewed with intense suspicion if not hostility.
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    Re: Josh's page

    Post  Chris on Thu Nov 02, 2017 4:13 pm

    sounds good so far

    only thing I would note at this point is that Ra's home plane wasn't what we know as Earth since it has active and powerful gods, not to mention a dozen different sentient races.

    If you want to call it Earth or Aerth or Ra-ville, I don't really care, but it has different planar specs like high divine, low tech, med magic, etc than our Earth would have.

    Humans seem a bit out of place compared to the other races. Are they native to Ra-ville or did they arrive at some point?
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    Re: Josh's page

    Post  whit10 on Thu Nov 02, 2017 5:10 pm

    oh, my mistake, there are no humans native to the plane that Memphis is on.

    yeah, it can be some other 'Earth'.... infinite outcomes and possibilities and all that stuff
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    Re: Josh's page

    Post  Chris on Thu Nov 02, 2017 10:58 pm

    whit10 wrote:oh, my mistake, there are no humans native to the plane that Memphis is on.

    yeah, it can be some other 'Earth'.... infinite outcomes and possibilities and all that stuff

    no humans native to Memphis (that's the new plane that they found with the magic city, right?)

    were humans native to their original plane of Ra-ville\earth? This is the one that was dying because of the humans?

    I am just getting confused a bit by the names and what you mean by them, sorry
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    Re: Josh's page

    Post  whit10 on Fri Nov 03, 2017 2:13 pm

    yeah, let me clear this up.


    Original plane - Earth (or whatever)

    as the Hellenistic Culture takes over and the ancient faiths are slowly forgotten or corrupted, Ra and the other gods act. It was only the "pure faith and culture" that was 'dying'... the world itself wasn't by any means.  In fact, I guess that adds another facet.  According to Pharaoh, no one of his/her kingdom is allowed to travel to "Earth" (but what Pharaoh doesn't know can't hurt him, lol)

    Memphis is just their kingdom on the "new" plane.  The world itself (or plane) was left a bit wide-open intentionally for the GM (or later development).  Only the arrogance of Memphis assumes that this world is theirs. (Even though they actually realize that they only control about a 1/4 of the 'known world').  They are the only ones on this plane that can access the great city (that they know of) on this plane
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    Re: Josh's page

    Post  Chris on Fri Nov 03, 2017 2:38 pm

    ok, let me see if I am following

    original homeworld -

    Hellenistic culture = humans

    humans and beast-folk are all native species

    humans start to take over

    Ra packs up his toys and leaves for new homeworld via road that Thoth found.

    new Memphis doesn't like humans in magic city for above reasons and don't return to homeworld.


    new questions:

    how long have Ra's people been living in Memphis? (I would guess at least hundreds of years, if not more?)
    were any of Ra's people left behind (choose to stay) or did all go to new world?
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    Re: Josh's page

    Post  whit10 on Fri Nov 03, 2017 10:26 pm

    all correct except one thing... there were no 'beast men' on Earth - that was a creation of Ra and the gods on this plane. No one was 'left behind.'

    They have been there for at least 2000 years - they have little need to innovate technologically given their magic; both arcane and divinej (coupled with a more conservative mentality)

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    Re: Josh's page

    Post  Chris on Sat Nov 04, 2017 12:16 pm

    oh ok, I totally didn't get that from my initial reads.

    so old earth - only humans
    human culture starts to change, so Ra and his gods bail out and leave
    Memphis plane is populated with lots of beast men, but no humans
    ~2000 yrs on Memphis
    makes sense why beast men wouldn't want to travel to old earth (not their plane, why care)

    what is the resource?

    about what year of human time did Ra leave old earth?
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    Re: Josh's page

    Post  whit10 on Sat Nov 04, 2017 1:07 pm

    the resource is crystals.  They are usually some shade of blue or purple (varies) and the Memphis folks used them as magic foci and jewelry.

    They are also quite powerful as an energy source... hence the outside interest in this plane.

    Ra did this around 1070 BCE (the Sea Peoples showed up and sorta wiped out the whole region. To this day, historians have no firm evidence who they were; probably Greeks of some kind but that's still unproven)
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    Re: Josh's page

    Post  whit10 on Sun Nov 12, 2017 11:07 pm

    Arkus-Bast-Khafre - (the last name is actually the name he goes by)



    Arkus-Bast-Menkaure

    8th level Paladin – Oath of the Ancients

    27 point build (+2 to Dex, +1 to Charisma)
    Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Dark vision. 60’
    Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
    If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Cat's Talent. You have proficiency in the Perception and Stealth skills.
    Languages. You can speak, read, and write Common and one other language of your choice.

    Str. 12/21: +5 – Belt of Hill Giant Strength (21 Str., rare)
    Dex. 16: +3
    Con. 12: +1
    Int. 10
    Wis.12: +1 - 4th level bonus
    Cha. 16: +3 – 4th level bonus

    Background:
    Outlander– Athletics and Survival (skills gained); flute (music instr.)

    Skills:
    Athletics +8
    Insight +4
    Persuasion +6
    Perception +4
    Stealth +6
    Survival +4

    Paladin Abilities: Saves – Wisdom and Charisma
    Skills: Persuasion and Insight
    Fighting Style – Great Weapon Fighting
    Divine Sense
    Divine Health
    Divine Smite
    Lay on Hands – 40 HP
    Extra Attack
    Aura of Protection - whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
    Sacred Oath – Oath of the Ancients
    -Channel Divinity – see page 81 PH
    -Aura of Warding - You and friendly creatures within 10 feet of you have resistance to damage from spells.
    Feat – Magic Initiate (Sorcerer) – 2 Cantrips: Fire bolt and Ray of Frost, 1st level spell: Comp. Languages

    Spell Casting: 1st level: 4, 2nd level: 3 + Pally Oath bonus spells (see below)
    Bonus Spells: Do not count against slot total for day
    -3rd ensnaring strike, speak with animals
    -5th moonbeam, misty step
    Spell Slots - 7
    Save DC: 14
    Attack Mod.: +6

    +1 Great Sword Attack: +9 – 2d6 +6
    Claws: 1d4 +5 slashing

    Armor – Mithril Half Plate – no Disadvantage on Stealth (uncommon armor)
    AC: 17
    Initiative: +3
    Movement: 30’
    HP: 88; -19

    Gear:
    Explorers pack – swap silk rope for hempen
    2 Healing potions (common)


    Last edited by whit10 on Wed Feb 21, 2018 12:18 pm; edited 3 times in total
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    Re: Josh's page

    Post  whit10 on Sun Nov 12, 2017 11:59 pm

    from a 'numbers' point of view, this made more sense in the long run over the Arcane Trickster, which I also considered.
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    Re: Josh's page

    Post  Chris on Mon Nov 13, 2017 12:04 am

    looks deadly!

    I know we chatted a bit via text, so what did you do with magic items?

    you note, 5th level on 2 attribute bonuses? I think the attribute\feats come at 4, 6 and 8
    you have the correct points - 2 attribute and 2 feats, but I think the noted level is off by 1

    I see you chose Misty Step, I love that spell!

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    Re: Josh's page

    Post  whit10 on Mon Nov 13, 2017 12:19 am

    lol... yeah, no idea why I wrote "5th" instead of "4th" - it's corrected. Feats came at 6th and 8th level.

    Magic Items - Belt of Hill Giant Strength (21) - rare
    Mithril half plate - uncommon
    +1 long sword - uncommon

    Are the Magic Items ok? He really on has one of any significant power but if you want to hold to the 1 rare, 1 uncommon rule I can drop the +1 sword easy enough.


    GM's ruling: it says a whole lot of things about Multi-classing in that section. However, it says nothing about ability bonus/feats. Does an 8th level character still get that ability bonus/feat if they are, for example, a Rogue/Fighter (1/7) but still doesn't technically get that level bonus from Fighter?
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    Re: Josh's page

    Post  Chris on Mon Nov 13, 2017 11:48 am

    magic items are ok for now, it's just a test look anyways


    multi-classing is actually really easy in 5e. most of the bonuses come from total level, not class level, as I understand it.

    so 4th, 6th, 8th are total levels for ability points\feats
    prof bonus to all rolls comes from total level, not class levels
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    Re: Josh's page

    Post  whit10 on Mon Nov 13, 2017 11:55 am

    cool, thanks. Might go with a level of Rogue
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    Re: Josh's page

    Post  Chris on Sun Nov 19, 2017 3:28 pm

    nice!

    I like both versions, though this one seems a bit hardier
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    Re: Josh's page

    Post  whit10 on Sun Nov 19, 2017 9:20 pm

    I think I like this one better as well. I haven't played a Pally that works like this before (especially one with Arcane firepower) so I think I'll go with this... unless we have a bunch of healers running around in the party.
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    Re: Josh's page

    Post  Chris on Sun Nov 19, 2017 11:32 pm

    he's almost like a paladin\druid,which is new and cool

    channel = entangle or turn fey\fiend

    you get some nice extra spells prepared with Misty Step, ensnaring strike, etc

    and Oath of the Ancient seems to have the best defensive abilities
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    Re: Josh's page

    Post  whit10 on Mon Nov 20, 2017 1:05 pm

    yeah, and with taking the Magic Initiate Feat, he also has arcane firepower to go with it (minor yes, but better than missile weapons IMHO)

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    Re: Josh's page

    Post  whit10 on Mon Nov 20, 2017 4:02 pm

    Backstory (can be modified for game purposes)

    Narrative for Menkaure (yes, the last name is actually the name he goes by)

    Since the time of foundation (the time of the creation of the 'divine' races) the Cat-folk (Bastet) have been the guardians of the borders, of Pharaoh, and of the holy places in the land of Memphis. The Red Lions are the soldiers and warriors that Pharaoh looks to for defense, the Black Tigers are the 'elite' that protect the royal family and the holy temples. (there are two other clans as well; grey sphinxes and golden leopards)

    Menkaure was born in 7th month on the 7th day, during a full moon. These signs were interpreted by the augurs as being those that precede a child who will be powerful with magic. Menkaure showed an innate gift for all magic from the beginning. When he came of age, he had a vision sent by Ra – a ‘secret’ known only to the greatest of priests. The ‘Ra Stones’ are part of the divine creation and are far more powerful than most people know. The priests of Ptah are very concerned about how the stones are used; they are among the few that see the business of trading the stones as something that should be stopped.

    Menkaure was initiated into the Medjai due to his power and devotion to Pharaoh and the Oath of the Ancients. He is also one of the few that are talented in dealing with strangers from other worlds. Menkaure has a very friendly, diplomatic temperament and personality; an oddity for his clan. He has proven himself in combat and in his loyalty to Pharaoh… his reward was “High Guardian of Memphis” in the Great City. He is free to use whatever means necessary to achieve this protection.

    Menkaure is a very jovial and pleasant fellow; happy to buy someone a drink or engage in story-telling. He is never pushy about his faith (as most off-worlders wouldn't understand it). Only in battle does Menkaure 'bear his claws' - Menkaure is only absolute about his devotion to the gods (Ra in particular) and to his Pharaoh and people.


    Last edited by whit10 on Tue Nov 28, 2017 10:18 pm; edited 1 time in total
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    Re: Josh's page

    Post  whit10 on Tue Nov 28, 2017 10:08 pm




    Sekhmet- Kara; Head of the Medjai
    Menkaure was the protege of Kara when he was a novice in the order of the Ancients (Medjai) and she was a captain. Now that she is the head of his order, Menkaure is one of her most trusted Lt's. Any assignments from Pharaoh go to directly from her to Menkaure.



    Tony Manchetti - Human merchant
    Despite the innate distrust that anyone from Memphis has for humans, Menkaure has befriended this one for two reasons... he's just too likable and small to kill and he has very useful information that he parts with for gold. Menkaure has gotten Tony out of several jams with the Memphis guards.



    Garok - Chromite engineer

    Helped him out of a mess in the city, Menkaure finds metallurgy interesting (and the guy is an armor smith - as well as the maker of Menkaure's armor)

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    Re: Josh's page

    Post  Chris on Wed Nov 29, 2017 12:01 pm

    great job on the contacts!
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    whit10

    Posts : 3896
    Join date : 2012-03-27

    Character Information
    Hit points:
    19/19  (19/19)
    Action Points:
    1/0  (1/0)
    Character Sheet:

    Re: Josh's page

    Post  whit10 on Fri Jan 19, 2018 6:12 pm

    Arkus-Bast-Menkaure

    9th level Paladin – Oath of the Ancients

    27 point build (+2 to Dex, +1 to Charisma)
    Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Dark vision. 60’
    Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
    If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Cat's Talent. You have proficiency in the Perception and Stealth skills.
    Languages. You can speak, read, and write Common and one other language of your choice.

    Str. 12/21: +5 – Belt of Hill Giant Strength (21 Str., rare)
    Dex. 16: +3
    Con. 12: +1
    Int. 10
    Wis.12: +1 - 4th level bonus
    Cha. 16: +3 – 4th level bonus

    Background:
    Outlander– Athletics and Survival (skills gained); flute (music instr.)

    Skills:
    Athletics +9
    Insight +5
    Persuasion +7
    Perception +5
    Stealth +7
    Survival +5

    Paladin Abilities: Saves – Wisdom and Charisma
    Skills: Persuasion and Insight
    Fighting Style – Great Weapon Fighting
    Divine Sense – 4 times per day
    Divine Health
    Divine Smite
    Lay on Hands – 45 HP
    Extra Attack
    Aura of Protection - whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
    Sacred Oath – Oath of the Ancients
    -Channel Divinity – see page 81 PH
    -Aura of Warding - You and friendly creatures within 10 feet of you have resistance to damage from spells.
    Feat – Magic Initiate (Sorcerer) – 2 Cantrips: Fire bolt and Ray of Frost, 1st level spell: Comp. Languages

    Spell Casting: 1st level: 4, 2nd level: 3, 3rd level: 2 + Pally Oath bonus spells (see below)
    Bonus Spells: Do not count against slot total for day
    Typical Spells per day – 1st: Divine Favor, Shield of Faith, Searing Smite or Protection from Evil 2nd: Lesser Restoration, Protection from Poison or Zone of Truth
    3rd: Aura of Vitality, Crusader’s Mantle or Remove Curse
    -3rd ensnaring strike, speak with animals
    -5th moonbeam, misty step
    -9th plant growth, protection from energy
    Spell Slots - 7
    Save DC: 15
    Attack Mod.: +7


    +1 Great Sword Attack: +10 – 2d6 +6
    Claws: +9 - 1d4 +5 slashing

    Armor – Mithril Half Plate – no Disadvantage on Stealth (uncommon armor)
    AC: 17
    Initiative: +3
    Movement: 30’
    HP: 99
    Prof. Bonus: +4

    Gear:
    Explorers pack – swap silk rope for hempen
    2 Healing potions (common)

    FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
    Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive.  The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)





    Khafre is the ‘black hand of Pharaoh.’ He has no master except for Pharaoh. He is the ‘expendable’ defender of Memphis that has the license (and disposition) to deal with the most difficult problems that can threaten His Majesty’s most sacred land. Khafre’s magical talents and ability to ‘blend in’ to any environment aid him considerably in this line of work… he is a master of ambush and surprise attacks. His only concern is that no one interferes with his work… or his projects “on the side.” The fact that he only reports to Pharaoh also helps to create “plausible deniability.”

    Khafre has made contacts out of human from New Tsian named Tamoki – fence for stolen goods and weapons.  He maintains contact with a priestess of Bast on Memphis for updates on his native land (and for healing potions).  He is also aware of Tony Manchetti - though he usually is far more "gruff" in dealing with him than the goody goody Paladin (Khafre's cousin).

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    Re: Josh's page

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      Current date/time is Fri Apr 20, 2018 10:36 am