Darkstone Dungeon Crawl (Inactive)

Game Master caster4life

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"Darkstone." the old crone cackled. "No one has been there since my granny was a child. And fer good reason. But if ye make it back alive with the Crucible, I'll make it worth yer while. And ye can rest assured that if ye root out the evil there, the land will thank ye fer it too." Your skin crawls as the hideous old lady explains why her messengers brought you to her thatched hut in the woods. You doubt her ability to pay you until she makes platinum coins dance before your eyes. Her narrow old frame is racked with laughter at the look of surprise and excitement on your face. "Tut tut, dearies, Not 'til ye bring me the Crucible."

Hey all! I find myself wanting to run something fun of relatively short length. What could be more fun than a classic-style, one-shot dungeon crawl played by gestalt rules?

Build details:

Level: 4
Stats: 25 point buy
Classes: Any Paizo (maybe 3rd party upon request)
Races: Any non-flying Paizo of 20 RP or lower (maybe 3rd party upon request)
Traits: 2
Drawbacks: Sure but it won't get you an extra trait
Wealth: Standard (6000 gp)
Pre-crafting: Encouraged. You may also pre-craft for party members. You must be able to succeed on the craft check by taking 10.

Character backgrounds:

A short and simple background will suffice for a one-shot. I just want a basic, brief description of who your character is, why they would go on this adventure, what kind of things they like, and what kind of things they don't like.

The most important thing is that your character is someone that you, the other players, and myself can come to understand, know, and appreciate over the brief course of a one-shot.

Given that this is a one-shot, I highly encourage the selected players to adlib their shared background.
Rogue/Cleric: "Remember when we fought that wizard?"
Fighter/Mgaus: "Oh yeah the one who had a really weird thing for summoning horses and killed Marty."
The more you can play off each other's characters, the better.

I would like players to be able to post once per day on weekdays and once over the weekend. Extra is gravy. I will post at least that often and probably more. Recruitment open until 6/18 5:00 pm EST.


Dot :)


I'm interested. What level do you see the game going up to?

Edit: Also, how are we handling HP?


Super dot


Ouachitonian wrote:

I'm interested. What level do you see the game going up to?

Edit: Also, how are we handling HP?

As a one-shot, we'll probably just stay at level 4, unless things go catastrophically well. XD

HP will be max at first level then avg hit die rounded up after that (with con bonuses, fcb, etc added as well).

Grand Lodge

dotting


Background skills?


This looks very cool. Definitely dotting while I work out what to do.


Oh, lovely! I'm currently in another game with caster4life and it's been nothing short of phenomenal, so I've got to throw my hat into this ring. I've got a fun idea for a barbarian//medium that I'm working on, so we'll see how that goes.


Yakko!


Avoron wrote:
Oh, lovely! I'm currently in another game with caster4life and it's been nothing short of phenomenal, so I've got to throw my hat into this ring. I've got a fun idea for a barbarian//medium that I'm working on, so we'll see how that goes.

Hey, Avoron! Good to see you jumping in!

No on background skills. Regarding skills, there will be a little bit of time to gather information on the crawl before you head into Darkstone so face skills/knowledge skills, etc are useful too.

Liberty's Edge

Quite interested in this. I am currently thinking of working up a Nagaji Bard//Paladin.


I'll get something worked up.


Are we using the Feat Tax houserules, btw?


No background skills?!? Obviously the sign of cruel DM who wants their players to suffer! ;)


Dotting.


Good to see familiar and new faces interested.

No to feat taxes as well. I like both feat taxes and background skills but I'm looking to keep things more straight-forward given that this is already gestalt. It keeps my end slightly more manageable if I have fewer variant rules to remember.

Liberty's Edge

@caster4life: would you allow the Chosen One Paladin archetype?


Alright, this is Ouachitonian's submission. Lysander is a Bloodrager(Urban)/Swashbuckler(Inspired Blade). He's a Dex-fighter who uses controlled bloodrage to boost Dex further. Rather than wearing armor, he wears dark clothing to improve his stealthiness and casts Mage Armor when combat arrives. He isn't the most skillful character, but has pretty good Disable Device and Stealth, so that he can contribute in sneakier roles. Also, he's a Fetchling, and with the Shadow bloodline (which decreases light level around him while raging), he will often get a large miss chance while in a rage.


Chosen one looks fine and certainly falls into a ideal little sweetspot at level 4.

Nice, Lysander. Fun to see the first submission come in


caster4life wrote:

Good to see familiar and new faces interested.

No to feat taxes as well. I like both feat taxes and background skills but I'm looking to keep things more straight-forward given that this is already gestalt. It keeps my end slightly more manageable if I have fewer variant rules to remember.

That's cool, just thought I'd ask. I was looking at putting together a throwing star specialist, and it occured to me that it'd be a lot more feasible if I got a bunch of the feats involved for free :D


Yeah I can sympathize with that.


We could do swashbucklers unite. I've a swashbuckler cleric idea brewing around.


Could be fun.

FYI all, there will be puzzles, traps, etc. But puzzles will have logical solutions and traps will have a rhyme and reason. It's boring, imo, if players just have to always look for traps.


I'm going to go with a fighter/warpriest. Good synergy there, as well as action economy.

So is this set in Golarion? Helps to know for choice of deities.


Golarion, yes though I tend to take creative liberties with the setting. You don't by RAW have to pick a deity, but it does tend to help with flavor.


I'm going with Cayden Cailean. I like playing the drunkard priest.


6 days to go...
Fighter/warpriest
Swashbuckler/cleric
Lysander: bloodrager/swashbuckler
Bard/paladin
Barbarian/medium

Hmmm, now the question is what is missing... I am not even sure what I want to play.


Hey, This sounds fun and I'll like to throw a character into the ring.

I wanted to know if you'd approve this race and 3pp class.
Jotun
Jotun Paragon

I have a character already made from a previous game that never really took off, would just need to downscale him.


Here is Jace Nailo's submission, Hskavarti the Nagaji Bard//Chosen One Paladin. Hskavarti is mostly a melee combatant, but has some options for ranged combat. She also has some capacity to buff the party, mostly from Bard, but she also has some from Paladin. She has a decent (but not overly high) AC, and very good saving throws. Additionally, she has very good social and knowledge skills, and can likely fill the face roll if needed to.


And this is Hskavarti's familiar from the Chosen One archetype, Moshki. They are a tiny snake, but can understand Celestial and knows more about religion than they would seem.


Teiidae wrote:

Hey, This sounds fun and I'll like to throw a character into the ring.

I wanted to know if you'd approve this race and 3pp class.
Jotun
Jotun Paragon

I have a character already made from a previous game that never really took off, would just need to downscale him.

I'm a bit wary about allowing PCs to play a large race (or class+race combo in this case), both for balance reasons and practical reasons. So I'd recommend you make a different character if you really want to play the adventure. But you can always feel free to submit the character and see if, despite the 3rd party class/race, it gets accepted anyway for being high quality.

@Jace: Cool to see another build come together. If I have time to before the deadline, I'll take a look at your submissions and drop you a line or two about them.


Meet Mira Everest, a young adventurer with a distaste for morals and a fondness for turning into a dinosaur and ripping things to shreds. She also has a bit of magic for out-of-combat support, crafting, and utility.

Backstory:
Sorry for the length! I got a bit carried away.

Mira grew up on a dinosaur ranch. As you might imagine, she had a pretty interesting childhood. Her family obtained eggs from illicit sources, raised the hatchlings to maturity, and sold them off to illicit buyers - so from a young age Mira saw the law as something that was at best a nuisance and at worst a threat. Growing up with two older brothers, she was always eager to prove her strength, taking on any challenges in her path and clawing her way to the top. As a teenager, she grew powerful and tough, to the point where she began to feel comfortable in this strange and deadly place she called home.

But even then, in her head... well, there was a lot going on in Mira's head. By some quirk of blood and magic, her mind had become a haven for spirits of angels and demons alike, and they wasted no chance to tug at her ambitions. She felt them as little voices in her head, urging her to build up the world or tear it down. But most days, Mira ignored them. She saw no reason to become a villain or a saint, not when there were so many chances right in front of her to push herself to her limits and beyond. So she did her best to block out the spirits and their lofty ideals. The powers they offered her, though... those were a marvel all in themselves, and she took no shame in using them to their fullest.

Still, her family began giving her strange looks when they saw what she could do, eyes full of fear and greed like she was one of their prize raptors. Besides, her brother would soon inherit the ranch through some primogeniture nonsense that suited Mira just fine. At the age of nineteen she set off by herself... almost. There was one small theropod that followed her around, a creature smarter than any animal should rightly be, that hissed at Mira when she got a little too violent. It seemed that not all of her celestial helpers were internal.

Over the next few years Mira bounced from job to job, working as a guard or a mercenary - the more dangerous the better. She studied a bit about magic and the occult, learning to channel the powers that lay within her skull. But she began to get bored with no challenge more threatening than a pickpocket or a feral dog. She started using the drug allnight on a regular basis, and got into more than her share of fights. But despite some aggressive tendencies, she retained a lighthearted and driven demeanor, always meeting new problems with a grin and a crack of the knuckles. It was this drive, then, that led her next onto the path of an adventurer.

That Crucible won't know what hit it.


This statblock shows Mira in her typical state of invoking a bralani azata, aka channeling the champion spirit. Text in blue shows her raging deinonychus form.

Mira Everest:
Female human barbarian (beastkin berserker, invulnerable rager) // medium (outer channeler) 4
CN medium humanoid (human)
Init +6; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 18 12, touch 12 10, flat-footed 16 10 (+6 armor, +2 Dex, +2 natural, -2 rage)
hp 41 (4d12+8) 49 (4d12+16)
Fort +9 +11, Ref +4, Will +5 +7
Defensive Abilities extreme endurance (hot), invulnerability; DR 2/—
--------------------
Offense
--------------------
Speed 20 ft. 60 ft.
Melee butchering axe +13 (3d6+13)
armor spikes +12 (1d6+10)
bite +17 (1d6+15), gore +17 (1d8+15), 2 claws +17 (1d6+15), 2 talons +17 (1d8+15)
Ranged sling +9 (1d4+8)
Special Attacks feral transformation, lesser abyssal blood, lesser fiend totem, rage (15 rounds/day), spirit surge (1d6)
Medium Spells Known (CL 4th; concentration +5)
1st (2/day) - hermean potential, long arm
0 (at-will) - dancing lights, detect magic, guidance, message
--------------------
Statistics
--------------------
Str 22 26, Dex 14, Con 14 18, Int 10, Wis 10, Cha 12
Base Atk +4, CMB +10 13, CMD 22 25
Feats Alertness, Craft Wondrous Item, Extra Rage Power, Power Attack
Traits Berserker of the Society, Darkest Before Dawn
Skills Acrobatics +2 +6 (+18 to jump), Climb +8 +15, Intimidate +8, Linguistics +4, Perception +9, Profession (farmer) +2, Sense Motive +2, Spellcraft +9, Swim +8 +15
Languages Common, Draconic
SQ champion's prowess, heart of the fields, outsider invocation (azata), savage rapport (deinonychus), servitor, shared seance, spirit bonus +2, taboo (third champion, second azata)
Combat Gear scrolls (ant haul, comprehend languages, disguise self, enlarge person, expeditious retreat, identify, liberating command, protection from law, remove fear, share language)
Other Gear mwk butchering axe, mwk sling, spiked breastplate, belt of giant strength +2, cloak of resistance +1, furious amulet of mighty fists, allnight x2, backpack, bedroll, blanket, explorer's outfit, flint and steel, masterwork tool (Spellcraft), rope (50 ft.), spell component pouch, torches (10), trail rations (6 days), speed sheath x2, waterskin, 19 gp, 3 sp

And here's Liz, the spirit of a lyrakien azata trying to nudge Mira onto the path of goodness, currently inhabiting the body a very small dinosaur that occasionally becomes less small. Text in blue shows her battle form.

Liz:
Female compsognathus familiar (mauler) 4
CG tiny medium magical beast
Init +6 +5; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 18 15, touch 14 11, flat-footed 16 14 (+1 armor, +2 +1 Dex, +3 natural, +2 size)
hp 20 (41/2)
Fort +6, Ref +4 +3, Will +4
Defensive Abilities improved evasion; DR 3/— vs. small ranged piercing weapons
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +8 (1d3+1 plus poison) bite +6 (1d6+5 plus poison)
Special Attacks battle form 3/day
--------------------
Statistics
--------------------
Str 9 15, Dex 15 13, Con 14, Int 6, Wis 11, Cha 5
Base Atk +4, CMB +1 +6, CMD 13 17
Feats Improved Initiative
Skills Acrobatics +6 +5, Climb +6, Intimidate +4, Linguistics +2, Perception +7, Spellcraft +5, Swim +14
Languages Common (cannot speak)
SQ bond forged in blood, seance boon
Other Gear quilted cloth barding

Mira crafts her own wondrous items while invoking a raelis azata (channeling the archmage spirit), making her Spellcraft checks fairly easily by taking 10. She'll be happy to craft for the rest of the party, or if someone else is better suited for crafting I can swap out the feat for Spirit Focus or Combat Reflexes.


Here's the character. Passed on a crafting feat since we're only 4th level. My pick one up later if there is enough later.

Reginald Davian:
Reginald is one of the few surviving descendents of House Davian. Most of the house was wiped out when House Thrune purged their opposition following the Chelish civil war. His particular branch of the family fled to Andoran and has worked to oppose the machinations of House Thrune from a place in exile ever since. His immersion in the anti-slavery zealotry of Andoran eventually led to him being a follower of Cayden (and his love of drink after a hairy mission). After years of working against the Chelish, he has decided to take a pause from that and try his hand at adventuring for a bit of personal profit.

crunch:

Reginald Davian
Human (Chelaxian) fighter 4/gestalt 4/warpriest of Cayden Cailean 4 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 24 (+11 armor, +2 Dex, +1 dodge, +3 shield)
hp 33 (4d10+8)
Fort +6, Ref +4, Will +7 (+1 vs. fear); +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee adamantine rapier +7 (1d6+9/18-20)
Special Attacks blessings 5/day (Good: holy strike, Travel: agile feet), channel positive energy 2/day (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +7)
. . 2nd—bull's strength, resist energy
. . 1st—divine favor (2), shield of faith (2)
. . 0 (at will)—create alcohol (ale or wine), create water, detect magic, stabilize
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +5; CMD 20 (24 vs. grapple, 24 vs. overrun)
Feats Advanced Armor Training, Armor Focus, Armor Focus, Dodge, Fey Foundling[ISWG], Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits deft dodger, seeker
Skills Acrobatics -3 (-7 to jump), Climb +2, Heal +7, Perception +11, Sense Motive +7, Spellcraft +6, Survival +7, Swim +2
Languages Common
SQ armor training 1
Other Gear mwk full plate, mwk heavy steel shield, adamantine rapier, boots of the cat[UE], candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 30 gp
--------------------
Special Abilities
--------------------
Armor Specialization +3 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Who knows? It's possible you'll gain a level, especially since I'll probably be awarding xp from gestalt encounters but only require you to hit the standard xp for 5th level. I'll ask the players selected how they feel about the possibility. They might not want to bother with leveling up a gestalt character just during a one-shot.

Those who have submitted: It's fun to look through your builds! This is going to be a lot of fun, I can see. I'd love to hear just a little more about your characters. Specifically, how would they fit in with a party RPwise. This doesn't need to be extensive. I just want to have some idea how the RP will look.

All: Given the submissions so far, there's not a lot of competition for primary caster roles or ranged blaster roles. Just an fyi for those still thinking.


Reginald is a front line tank. He can soak damage and dish it out fairly well (well enough not to be ignored). He can also act as a fairly good healer as needed.

Personality wise, he'll be a friendly drunk.

Silver Crusade

dotting in, I'm always iffy about dungeon type PbPs, as it can lose a lot of the power of PbP. But, I'm willingly to give this one a shot. Should have something soon.

are we allowed guns? I've been wanting to try out a spellslinger and gestalt may just give me the chance I need.


caster4life wrote:
I'd love to hear just a little more about your characters. Specifically, how would they fit in with a party RPwise. This doesn't need to be extensive. I just want to have some idea how the RP will look.

I see Mira as a bit of an emotional catalyst, the one who speaks her mind in awkward moments and breaks down the door when diplomacy turns sour. She admires competence and has no patience for the wishy-washy. I expect her to get along well with those who can live and let live, and tease lawful types when she thinks they take themselves too seriously. Also, she is occasionally terrifying.


Dot, might do something with Construct Pugilist/Jistkan Artificer.


Lysander is kind of like early-ANH Han Solo. He ain’t in this for your revolution, he expects to be well paid. Rest assured he won’t go for PvP, but in general he’s only loyal to an employer as long as the coins keep coming. He's not going to turn on the guy next to him though; that’s bad for business. In general part of his motivation, outside of gold, is simply becoming a better warrior. Adventuring is as much about testing himself as getting rich. He enjoys a challenge, even if that means almost dying occasionally. Also, as a follower of one of the Eldest, he can be a bit of a prankster. He’s always happy to sneak in, steal some embarrassing documents, and release them to the public before anyone knows they’re missing. Humiliating someone can be a lot more fun than disemboweling them. But then again, robbing them blind and leaving them to wonder who did can be fun too. Especially when you spend the money on partying.

All of this is more or less coming off the top of my head, I don’t often play one-shots without much background, so I’m just kind of spitballing here. I’m essentially going for happy-go-lucky, and loyal to himself first, coin second(which includes comrades, because betraying your allies is bad business). But also a bit mercurial, because ties to the fey and all that.

Grand Lodge

Here is my submission. Still need to spend money, and may have a few tweaks.

Zoltar is an ifrit with a slight identity complex. His abilities and powers all seem to come rather naturally (being a sorcerer/oracle), and he has never been particularly devout or studious. Taking a nasty hit to the head, he has forgotten his true past, and now believes himself to be a genie that has to work his way back to full power. Therefore he use his powers to try and grant other people's wishes. He seeks more power, in the form of magical items, to help enhance his ability to grant wishes.

In his adventuring group, Zoltar will act primarily as a buffer, secondarily as a healer, and then a little bit of elemental damage and utility as backup. I can't say that the Inerrant Voice or Wishcrafter archetypes were exactly what I hoped for, but flavor-wise they are what I wanted to use.

crunch:

Zoltar
LN Male Ifrit Wishcrafter Sorcerer / Intrigue Oracle 4 (buffer, protector)
Languages Common, Ignan
Initiative +9 (+3 Dex +4 Imp Init +2 trait)

DEFENSE
AC 13 (+3 Dex), touch 13, flat-footed 10;
CMD 16 (10 +3 BAB +0 Str +3 Dex)
HP 31 (8 +2 Con / 5 +2 / 5 +2 / 5 +2 )

Fort +3 (+1 class +2 Con)
Ref +4 (+1 class +3 Dex)
Will +4 (+4 class +0 Wis)

Defensive Abilities
Resistances: fire 5, acid 5, cold 5
+2 trait bonus on saving throws against charm and compulsion effects.

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +3; Ranged Touch +6
CMB +3 (+3 BAB +0 Str)

Melee

Ranged

Spells Remaining
Arcane/Sorcerer
1: 7 of 7 2: 4 of 4 (6+1/3+1)

Divine/Oracle
1: 7 of 7 2: 4 of 4 (6+1/3+1)

Enlarge/reduce person: 1 of 1 per day
Channel (2d6): 6 of 6 per day
Heavenly Fire: 8 of 8 per day (1d4+2 dmg or healing, 30')
Today's Ward: ???

Divine Spells Known (6/3/1)
Cantrips (DC 15): Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Mage Hand, Ghost Sound
1st Level (DC 16): Cure Light Wounds, Remove Fear, Bless
2nd Level (DC 17): Bull's Strength, Shield Other (Abj), Augury

Arcane Spells Known (6/3/1)
Cantrips (DC 15): Acid Splash, Read Magic, Daze, Ray of Frost, Disrupt Undead, Prestidigitation
1st Level (DC 16): Magic Missile, Silent Image (+1 DC), Hypnotism (+1 DC)
2nd Level (DC 17): Flaming Sphere (3d6 for 4 rounds, Ref save)

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 20 (+5)

SKILLS 16 ranks (4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int)
Acrobatics +2 (+2 Dex)
Appraise* +4 (1 rank +0 Int +3 class)
Bluff* +9 (1 rank +5 Chr +3 class)
Climb +0 (+0 Str)
Craft* ()
Diplomacy* +12 (4 rank +5 Chr +3 class)
Disguise +5 (+5 Chr)
Escape Artist +3 (+3 Dex)
Fly* +2 (+2 Dex)
Heal* +4 (1 rank +0 Wis +3 class)
Intimidate* +9 (1 rank +5 Chr +3 class)
Knowledge, arcana* +4 (1 rank +0 Int +3 class)
Knowledge, history* +4 (1 rank +0 Int +3 class)
Knowledge, planes* +4 (1 rank +0 Int +3 class)
Knowledge, religion* +4 (1 rank +0 Int +3 class)
Perception +0 (+0 Wis)
Ride +3 (+3 Dex)
Sense Motive* +4 (1 rank +0 Wis +3 class)
Sleight of Hand +3 (+3 Dex)
Spellcraft* +4 (1 rank +0 Int +3 class)
Stealth +3 (+3 Dex)
Survival +0 (+0 Wis)
Swim +0 (+0 Str)
Use Magic Device* +10 (2 rank +5 Chr +3 class)

FEATS
Eschew Materials (bonus)
Improved Initiative(1st)
Spell focus: Illusion (3rd)

TRAITS
Reactionary (+2 init)
Focused Disciple: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

COINS
PP 0
GP 6,000
SP 0
CP 0

EQUIPMENT

SPECIAL ABILITIES
Inerrant Voice (Oracle Archetype)
Curse: Haunted (Add mage hand and ghost sound to your list of spells known.)
Mystery: Life

Revelation (1st): Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Revelation (3rd): Vigilant Protector (Su) Each day when you recover your spells, you can select a specific person you know other than yourself as your ward. When your ward becomes the target of an attack or spell and you are aware of the attack, you can cast an abjuration spell you know on the ally as an immediate action. You must expend the appropriate spell slot and be able to target the ally as normal for the spell. You can use this revelation once per day, plus an additional time at 7th level and every 4 oracle levels thereafter.

Bloodline: Celestial
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5.

Wishcrafter (Sorcerer Archetype)
Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors. However, like the genies they are descended from, wishcrafters can only draw upon this power to fulfill the desires of others. A wishcrafter has the following class features.

Wishbound Arcana (Su): At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter's turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn't normally have a verbal component gains one when cast using this ability. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature's wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature's wish. Once the wishcrafter grants a creature's wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours. This ability replaces bloodline arcana.

Expanded Wishcraft: At 3rd level and every 2 levels thereafter, the wishcrafter grows more adept at altering reality to fit the whims of others. She may add an additional spell selected from the sorcerer/wizard spell list to her list of spells known. This spell must be one level lower than the highest-level spell she can cast. A wishcrafter can only use these spells in conjunction with her wishbound arcana ability. For example, if she used this ability to learn cat's grace, she can only cast it when another creature wishes for it, and can't cast it on herself because it is a targeted spell. She cannot use these spells to craft or recharge magic items. These bonus spells replace the bloodline spells gained by the sorcerer's bloodline.

Ifrit Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see in the dark up to 60 feet.

Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level; DC 11 + Charisma modifier).

Energy Resistance: Ifrits have fire resistance 5.

Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Dark Archive

dot, character incoming this evening. Also any specific Gestalt rules you're planning on using? I'm assuming just the 3.5 SRD but I wanna make sure I'm on the same page!


@Rorek: I'm ok with guns if the character concept feels like it can fit medieval fantasy (maybe guns are really, really new).

@Mira and Lysander: Thanks for the extra info! That's helpful. I don't need anything elaborate. Just a bit of an RP backbone for he character.

@Pjp: Thanks for the submission

@Mcbeefsteak: You are working with the correct ruleset.


Sunreturn is the favoured name of a pious ghoran. He has sworn vows to Gozreh to defend the forest. He is less interested in the reward than in protecting the very lands from a deep-rooted evil.

He is tall and green, if not the fastest or most complex thinker. He knows good and he knows evil, and that is the main thing.

Mechanically, I'm thinking a Forest Preserver Paladin and an Oracle of Wood, melee with full oracle casting.

Thoughts?


Sounds good. Full caster with a solid chassis and a consistent character concept.

Silver Crusade

Spellslinger uses a gun as an extension of magic, so we might could say that the gun is half magical.


Sounds like that could work.


@Caster

There seems to be two different versions of rules for Ghoran PCs, one which says they are of the plant type, and one which says the same, but strips most of the immunities.

Which one should I use?


Use the second one without the immunities. The first isn't intended to be a playable race while the second is.


I should have mentioned that the first link has information for Ghoran characters at the bottom of the page. I'd play a Ghoran either way, I like the concept I have.

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