Capt. Collateral Damage's Dragon's Demand (Inactive)

Game Master Captain collateral damage


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Hi everyone! Since I never got an opportunity to run The Dragon's Demand to completion IRL, I figured here would be a fine to place to try!
I'll be taking a group of 4 would-be dragonslayers through this epic 64 page module.

Adventure description for people too lazy to click links:

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Character creation:

Starting level 1, you will go to 7 by the end of the module.
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Any Paizo Class, but you must use the unchained version if there is one, except for monks, who may use either.
Preferably Core races although you may play something in the featured races of the ARG (This will likely decrease your chances of getting in, as I will take 1 or 0)
Average gold for your class or roll.
Third party options are on a case by case basis.
Background skills
Two traits
Non-Evil Alignments only
Note: the is only one dragon here, and it's the final boss, so don't be making rangers with favored enemy (dragon) just yet.

The story so far:
Hired as caravan guards by a man named Silas Gribb, you traveled to the small town of Belhaim. Upon arrival Gribb was arrested for smuggling, and was unable to pay you. You obviously had no knowledge of Gribb's illegal activities, but were left stranded in Belhaim. Talia Orem, proprietor of the Wise Piper inn, takes pity on you and offers free room and board for a few nights. It is evening as you sit in the common room of the Wise Piper Inn.


Pathfinder Roleplaying Game Superscriber

Do you have an alignment preference?
are all paizo products on the boards (as far as traits and feats are concerned for example)


Oh yeah, no evil alignments. Edit: I'll add that to character creation
I'm not entirely sure what you mean by that second question. By all Paizo I mean all books published by Paizo. If you're wondering where to find material try using Archives of NethysPFSRD or just the Public reference document on this site.


Pathfinder Roleplaying Game Superscriber

okay, just checking... some GM's don't like the little books like Wrath of the Righteous for example.

Dark Archive

Sounds interesting.

Just a few things: Are we able to do this for credit?

What do you mean, background skills?


Nope, no PFS credit sorry.
Background skills It's an optional system from unchained


stats: 4d6 ⇒ (2, 6, 4, 1) = 13 - 12
stats: 4d6 ⇒ (6, 1, 4, 6) = 17 - 16
stats: 4d6 ⇒ (3, 5, 6, 2) = 16 - 14
stats: 4d6 ⇒ (2, 6, 5, 1) = 14 - 13
stats: 4d6 ⇒ (6, 6, 3, 2) = 17 - 16
stats: 4d6 ⇒ (4, 3, 3, 4) = 14 - 11

Nice. I'll have something up soon. I'm thinking of a Cleric of Desna.

Dark Archive

Ah, I thought it would be something to do with saying why we had those skills.

To bad on the pfs credit, I was thinking of my half-elf Ranger that hates oozes. Twin-daughter of famous Pathfinder Belaros Gladomain, but he didn't know the elven woman was pregnant. Belaros died saving a fellow pathfinder from and ooze. Pathfinders found his ex lover (on his notify next of kin) and told them he died. Though he got better. They don't know he's still alive.

May use her anyway and never for PFS.


Pathfinder Roleplaying Game Superscriber

finally on my way home and I'll be able to roll stats.

edit: Home at last.. it's been a longday... Here I go, wish me luck:

4d6 drop lowest: 4d6 ⇒ (3, 1, 4, 4) = 12 11
4d6 drop lowest: 4d6 ⇒ (6, 6, 2, 2) = 16 14
4d6 drop lowest: 4d6 ⇒ (5, 2, 2, 5) = 14 12
4d6 drop lowest: 4d6 ⇒ (6, 2, 3, 6) = 17 15
4d6 drop lowest: 4d6 ⇒ (4, 6, 2, 1) = 13 12
4d6 drop lowest: 4d6 ⇒ (6, 4, 6, 2) = 18 16

Not horrible, and at least better than a 20 pt buy.. I'll keep them


bump


4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 1 ⇒ (2, 3, 6, 1) - 1 = 11
4d6 - 2 ⇒ (2, 2, 6, 5) - 2 = 13
4d6 - 2 ⇒ (2, 2, 2, 6) - 2 = 10
4d6 - 1 ⇒ (4, 5, 3, 1) - 1 = 12
4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18

Hm. Interesting.


DBH Here.

Amestri Khair:

AMESTRI KHAIR

Female Half-Elf (Keleshite) cleric 1. CG medium humanoid (elf, human)

Init +0; Senses Low-Light Vision, Perception +6, Aura Aura of Chaos, Aura of Good,

Languages Common, Elven, Gnoll, Kelish

Abilities Str 16, Dex 11, Con 13, Int 12, Wis 18, Cha 14

AC 13, touch 10, flat-footed 13. hp 9 (1HD). Fort +3, Ref +0, Will +6, +2 vs. enchantment spells and effects

Speed 40 ft. (8 squares), Agile Feet (7/day)

Base Atk +0; CMB +3; CMD 13
Ranged crossbow, light +0 (1d8/19-20)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +0 (1d4+3/19-20)
Melee mace, light (cold iron) +3 (1d6+3)

Special Actions Channel Positive Energy (1d6, DC 12, 5/day), *: Domain spell. Deity Desna; Domains Good, Travel,

Special Qualities Adaptability, Agile Feet (7/day), Aura, Aura of Chaos, Aura of Good, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Orisons, Spontaneous Casting, Touch of Good (7/day),

Feats Selective Channeling, Skill Focus (Sense Motive)

Skills Acrobatics -1, Acrobatics (Jump) +3, Appraise +1, Artistry +1, Bluff +2, Climb +2, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -1, Heal +8, Intimidate +2, Knowledge (Religion) +5, Perception +6, Perform (Untrained) +2, Ride -1, Sense Motive +11, Stealth -1, Survival +9, Survival (Avoid becoming lost) +13, Swim +2,

Possessions studded leather; outfit (traveler's); holy symbol (iron); dagger; mace, light (cold iron); Crossbow, Light ; Backpack, Common [ Bedroll; Blanket (Winter); Grooming Kit; Healer's Kit; Soap (per lb.); String (50 feet); Survival Kit (Common); Rations (Trail/Per Day) (x6); ]; Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 7 times per day.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.
Domains

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex)

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Starchild (Desna) Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.

background:

Amestri is a tall, well built woman from Katapesh, like most of Desna's faithful she is a traveller. Signing on to Gribbs' caravan as a healer and guard.

Very low on coin she now sits in the inn and wonders where she can make some honest money?

Amestri has black hair, golden skin and dark eyes showing her heritage. Like many from Katapesh she has a keen eye for deceit and falsehood. A natural part of grwoing up in a country filled with intrigue and trading.


Sounds fun! I like the idea of the modules since they kind of hit the middle ground in length between PFS scenarios and full on APs. Gives a chance of getting really into the characters without dragging into eternity.

In that spirit, let's roll like like a hedgehog on a hill!

4d6 ⇒ (3, 2, 5, 2) = 12 10
4d6 ⇒ (5, 3, 4, 3) = 15 12
4d6 ⇒ (5, 1, 2, 1) = 9 8
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (5, 6, 5, 6) = 22 17

Not too bad! Some low rolls to balance out the biggies. I'll work something out this weekend.

Any ideas about when you'd like to pick your crew, Captain?


I'll probably leave recruitment open for a week or so, depending on how much interest I get.
1 thing I don't think I mentioned in the original post is that Belhaim is located in the Venduran Forest in Taldor, if you wanted to know.


Good, that's close enough to Amestri's homeland to be a good starting point.


Rolling for wealth: 5d6 ⇒ (6, 4, 3, 4, 4) = 21 Cool. 210 gold.


Pathfinder Roleplaying Game Superscriber

wealth: 4d6 ⇒ (6, 4, 3, 6) = 19


Here's my submission. An investigator with too much curiosity for his own good. Hobbies include moving the plot along and hacking at things with his greataxe.

Background:
In the desert, you can see forever. But in the desert there's nothing to see.

Mikraft carried a piece of that emptiness with him wherever he went. He was spurred on in his travels by the urge to see something new, to discover something today that he didn't know yesterday. Whether that meant signing on to carry luggage for travelers of the Mwangi Expanse or undergoing strange rituals in exotic Tian Xia, he eagerly jumped at every chance for adventure.

While his travels have left him with a wealth of interesting experiences, they have not left him with a wealth of... wealth. He picked up work as a caravan guard in the hopes of earning enough money to book a trip to the far north.

Watching his meal ticket get arrested was frustrating, but at least he still has enough money in his pocket to drink away his sorrows for tonight.

Crunch:
Mikraft
Half-orc investigator (empiricist) 1
LN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee greataxe +4 (1d12+6/×3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), heightened awareness[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 16, Wis 10, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Elongated Cranium[OA]
Traits pragmatic activator, student of philosophy
Alt Racial Traits sacred tattoo, burning assurance
Skills Appraise +5, Bluff -3 (+5 to lie (as a result of using Int instead of Cha)), Diplomacy +3 (+11 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +5, Disguise -3, Heal -1, Intimidate -3, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Perception +3, Sense Motive +3, Spellcraft +9, Survival -1; Racial Modifiers +2 Diplomacy
Languages Common, Draconic, Gnoll, Goblin, Orc
SQ alchemy (alchemy crafting +1), inspiration (3/day), orc blood, trapfinding +1
Other Gear studded leather, greataxe, investigator starting formula book, thieves' tools, 30 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Here's my submission (this is JAF0)... Still needs a background but the basics are here...


Let's see if I can get decent rolls and then build my character off that.

Stat #1: 4d6 ⇒ (6, 6, 5, 5) = 22 = 17
Stat #2: 4d6 ⇒ (6, 2, 4, 3) = 15 = 13
Stat #3: 4d6 ⇒ (5, 4, 3, 4) = 16 = 13
Stat #4: 4d6 ⇒ (1, 3, 3, 1) = 8 = 7
Stat #5: 4d6 ⇒ (2, 4, 2, 2) = 10 = 8
Stat #6: 4d6 ⇒ (4, 6, 3, 1) = 14 = 13


4d6 ⇒ (6, 2, 4, 6) = 18
4d6 ⇒ (4, 2, 5, 5) = 16
4d6 ⇒ (5, 4, 1, 5) = 15
4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (3, 2, 4, 5) = 14
4d6 ⇒ (3, 1, 6, 4) = 14


Amestri Khair: How much GP do you have?
Mikraft Pachis: Everything looks good!
Leithe: You can't have both Fey thoughts and Blended View, as they both replace Multitalented. I also count 7 skill ranks, and only a total of 6 (3Int+2Magus+1FCB)


I have an idea for a character, but it involves the Feytouched Hexer archetype from Flaming Crab Games. Her background would involve her being from the town of Fusil in the Verduran Forest, where the settlers have made a pact with the Fey. Would this be acceptable?


Sure, I'll allow that


I'll fix when I get home


I think I still need to tweak a few things, but for the most part, this is my submission!

Introducing Azzerix Wyrmclaw, the almighty and incredibly handsome Winter Dragon!


Azzerix: Ok, I assume you'll finalize equipment later. I'm probably missing something but it looks like some of the calculations are off.
AC 10+3 dex+1size
CMB -2str-1size
CMD -2str-1size+3dex


Yeah, equipment always seems to be the last thing I focus on... dunno why.

Also, yes, the CMB I fudged up on, but small races get a +1 on CMD due to size.

However, I have the Silken Ceremonial Robe armor I plan to wear. Yes, a haramaki would be cheaper and have the same effect, but... robes look cooler, man. And a dragon has to show off his swag!


Okay so I'll have to get you the actual crunch and background stuff later, but here's what I'm thinking so far. I'm planning a human magus (Skirnir) who is a descendant of a retired member of the Ulfen Guard. The ancestor (probably a grandmother to my character) was a shield maiden from the Land of the Linnorm Kings who traveled south to serve the Taldan nobility and earn her riches. She has passed down stories of loyalty to the crown as well as of the mighty northern kings of her home who earned their crowns by defeating mighty dragons. My character has grown up with her famous grandmother's stories and her shield, and hopes to someday do something worthy of her ancestry, perhaps even finding a dragon or two to defeat herself... ;)

Like I said, that's not really final, and I have the crunch to finish up as well, but I wanted to make sure I had something more than some stats rolled up.


Gonna throw this guy in: Joe


Captain collateral damage wrote:


Leithe: You can't have both Fey thoughts and Blended View, as they both replace Multitalented. I also count 7 skill ranks, and only a total of 6 (3Int+2Magus+1FCB)

2 skill points (craft and perform) are background skills. (put the fcb into hp)

fixed the alternate racial trait - I was deciding between the two and just didn't go back to delete the second one.

Still have to finalize equipment and background.


Posting to mention interest. I am not sure what I will make, but I will have a PC posted tomorrow.


Leithe: Yeah, you're right, I'm not used to playing with background skills. :/
Joe: Everything looks good!


Ok, finally finished Leithe's background... should be ready to go.


4d6 ⇒ (3, 5, 6, 4) = 18>15
4d6 ⇒ (4, 4, 1, 1) = 10>10
4d6 ⇒ (1, 5, 6, 3) = 15>14
4d6 ⇒ (4, 3, 2, 5) = 14>12
4d6 ⇒ (1, 3, 4, 1) = 9>8
4d6 ⇒ (5, 5, 5, 4) = 19>15


Leithe: Everything looks good!
mishima: That second roll is a 9, not 10


That's why I avoid rolling for stats. More often than not, the Dice Gods slap me for doing so.


Meh, arrays a normal person wouldn't usually pick can sometimes be refreshing. That said I will probably just do 15 pt, lol...hate negative stat mods.


Unchained Rogue Gold: 4d6 ⇒ (1, 3, 1, 3) = 8*10=80 gp XD


Here is my submission, Captain. The character builder I used didn't support the archetype, so some manual tinkering was needed; please let me know if I've left anything out or miscalculated. =)


Vigan (vye-gan)
CG Elf Unchained Rogue

Concepts:::::
Former combat medic in the Molthuni Army, forged self a note of pardon from service.
Catalyst was being ordered to let enemy wounded die.
Born into a rich Canorate family, his leadership role in the army was supposed to have furthered the house.
Now on the run with little resources, fled by boat from Lake Encarthan to the Inner Sea near Taldor...paid by selling medical tools.
Sword is army issued, he avoids drawing it in public.
Made his way into Belheim, trying to figure out where he can sleep tonight.

Crunch:

15,17,12,11,12,8

Traits:::::
Imperial Soldier (Heal +1 and class skill)
Cosmopolitan (Nobility and Survival are class skills, +2 languages)

Languages:::::
Common, Elven, Draconic, Halfling, Undercommon

hp: 10 (8+1con+1fc)
atk: 2/3/2
ac: 10+3+3+1=17/14/13/16
sv: 1/5/-1
init: +3
perc: +7 (+8 traps)

Alternate Racial:::::
Envoy - 1/day comp lang, detect magic, detect poison, read magic (replaces elven magic)

Feats:::::
Dodge

Skills:::::
Acrobatics 1+3+3-1=6
Disable Device 1+3+3+1-1=7
Heal 1+3+1+1=6
k(Nobility) 1+3=4
Linguistics 1+3=4
Perception 1+3+2+1=7
Stealth 1+3+3-1=6
Survival 1+3+1=5

Inventory::::: (80 gp starting)
item cost weight
Main Gear
outfit, explorer's 0 4
studded leather 25 20
longsword 15 4
dagger 2 1
dagger 2 1
thieves tools, common 30 1
---74 gp 31 lbs
Accessories
sack, waterproof .5 .5
stationery 1 0
inkpen 0.1 0
hook, grappling 1 4
rope, hemp (50 ft) 1 10
crowbar 2 5
torch .01 1
---5.61 gp 20.5 lbs
:::::total spent: 79.61
:::::total load: 51.5 lbs (light load)

coin on hand: 0.39

mishima here, kept the random rolls. And yes, reusing an old character slot, name only.


Everything looks good!
EDIT: Ninja'd! The "everything looks good!" applies to KatGrey, I haven't looked at Vigan yet


Vigan: I assume that your abilities are Str: 15, Dex 17, Con 12, Int 11, Wis 12, Cha 8, based on the order you put them in and skills? Other than that everything looks good!


Yep, standard order...sorry I take sort of a minimal approach to char sheets, heh. Also if not clear the last stats on the atk and ac lines are CMB and CMD, respectively.


Wealth: 4d6 ⇒ (5, 1, 6, 4) = 16

Here's the breakdown for Eudelia Sigvisdottir, my human Skirnir Magus. Pretty straight forward build, but could make for some fun rp throughout the adventure if chosen. Thanks for your consideration, Captain!

Background:
Eudelia Sigvisdottir grew up in Taldor under the watchful gaze of her renowned grandmother. The elder woman, Sigvi, is an Ulfen woman who came to the southern kingdom to serve as a member of the UIfen Guard, laying her life down to serve and protect the crown. Sigvi retired many years ago, however, and decided to remain in the land where she earned her wealth and her renown.
But Sigvi would not disown her own upbringing, and she made sure that her daughter and granddaughter knew the tales and traditions of her homeland. Caught between the land of her birth and the entrancing tales of her grandmother’s home, Eudelia has grown into a young woman of two worlds. The evenings spent beside the hearth where her grandmother’s famous shield hung inspired her to become a great warrior in her own right, while training under her magically talented Taldan father gave her skills and knowledge beyond mundane martial abilities. Now Eudelia seeks to earn her own glory, just as her grandmother did before her. She has heard rumors coming out of the Verduran forest that some ancient powers are stirring. Perhaps this will be her opportunity to make a name for herself. Perhaps she’ll even find a dragon of her own to fight, just like the great northern kings.

Eudelia Sigvisdottir Crunch:
Female Human Magus (Skirnir) 1
NG Medium Humanoid (Human - Taldan/Ulfen) 22 years old, 5’9”
Init +2; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 16, touch 11, flat-footed 15
hp 10 (1d8+1 Con+1 FCB)
Fort +3, Ref +1, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
MW Spiked Heavy Shield +3 (1d6+2)
Battleaxe +2 (1d8+2; x3)
Ranged
Throwing Axe +1 (1d6+2; 10ft)
Special Attacks Spellstrike, Arcane Strike
Combat Gear - Masterwork Heavy Wooden Wooden Shield, Battleaxe, Throwing Axe, Studded Leather
Spellbook (bold are prepared)
0-level (DC 13): All
1-level (DC 14): TBD
------------------------------
STATISTICS
------------------------------
Str 15, Dex 13, Con 12, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 13
Traits Arcane Temper, Bruising Intellect
Feats Arcane Strike, Improved Shield Bash
Skills (6 skill points total) Craft (Armor) +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Spellcraft +7, Use Magic Device +3
ACP -2
Background Skills Lore (Dragons in Taldor) +7, Lore (Ulfen Guard) +7
Languages Common, Kelish, Skald, Draconic
------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Bond: Gain a shield as an arcane bond item. Identical to wizard arcane bond class ability.
Arcane Pool: Gain a reservoir of mystical arcane energy. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
Current Points: 4
Sorcerous Shield: At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats. This ability replaces spell combat.
Spellstrike: Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon or shield bash as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Human Race Traits: Bonus feat, Skilled
------------------------------
Other Gear - Spellbook, Magus’s Kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin) Shield Sconce
Wealth - 95gp


Ya rolling stats can be interesting. One time I rolled an honest 81pb. Another time I rolled an effective 15pb with a massive 5d6 rolled 7 times, dropping the lowest 2 and the lowest set :P

As for this game, one of my favorite character types is the city/town/what-have-you guard with a big shield and a desire to protect everybody.
I figure if I can make a human fighter who wields a tower shield using the Moblile Bulwark chain of feats in one hand and something pointy in the other, and then take that and turn it into a caravan guard then I should be happy :)
Question: (not for me) Can we be a local? Some may want to do that.
4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
4d6 - 1 ⇒ (1, 6, 1, 6) - 1 = 13
4d6 - 1 ⇒ (6, 4, 3, 1) - 1 = 13
4d6 - 2 ⇒ (2, 6, 6, 5) - 2 = 17

Shiny Stuff!: 5d6 ⇒ (6, 1, 4, 1, 3) = 150

Edit: Oh ya. Any chances on me finding some kind of metal shield later into the campaign?
Edit, Edit: Also any chance of doing shield bashes or bull rushes with a tower shield later in the game? That might be fun if you allow it. (its not legal normally)


Forgot to do that here. cash: 4d6 ⇒ (1, 5, 4, 5) = 15 Goes to 150.


Eudelia Sigvisdottir: The bonus from masterwork on your shield doesn't apply to attack rolls, it just lowers ACP by 1. (I'm assuming that's what giving you the +3, I might be missing something.)
Cam James: 1. What do you mean by a local?
2. There's not much in terms of shields in the dragon's demand, there's definitely no tower shields.
3. I probably won't allow that.


@Captain: Duly noted. If I'm selected, I'll make sure to correct that when I create the actual alias.

Also, question for you. Will there be any time built in to allow for downtime activities like crafting? I'm thinking about taking Craft Magic Arms and Armor at 5th. That way I'd be able to create and improve armaments for everyone, including people like Cam if we couldn't find their preferred gear in random drops.


There's plenty of opportunities for those until you reach a certain point in the module at 4th level, and there is still some opportunity for those activities, but it's limited because there's a time limit

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