Duboris's "The 4th coming of Castle Dracula"

Game Master Duboris

The Ship


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Silver Crusade

GM, could I get just how horror this world is? I want to know if things like vampires, werewolves, undead, etc. are rampant in this world. Or, plentiful enough to pose a fair problem for people this will effect my backstory as they have to be enough to be able to raid a village :P (and warrant night hunters)


The world is certainly horror intensive. I even debated doing the maps in black and white to respect. Generally speaking however Werewolves are far more rampant than Vampires, enough so that being in the port before you left could have been specifically to ward off a werewolf threat. Generally, however, most undead are in the north of the mainland, and you're about to go off said mainland and head to the Sea of Bendt, so...

You're about to be norther than north.

Silver Crusade

cool, that works fine with me. perfect actually.

Dark Archive

i found a picture i like


To what max lvl are we headed?


*shrug* Honestly this is going to be going for a while, and my group in real life that's playing it has already made it to level 8 and they've yet to even get off the second floor. So expect high.

Silver Crusade

also, the good blessing (warpriest) allows me to touch a weapon and imbue it with good energy. I was wondering if I would be able to give it two both my weapons when TWF?


You would have to bless one at a time, but Inquisitors get a double judgement thing, I believe. If you had that feat I'd allow you to do the same with your warpriest blessings but it would still cost 2 of the blessings.

Silver Crusade

what would that be? I like the idea but I don't want to spend two rounds doing nothing but buffing my blades :P

another note- how do you feel about him using strength of will+ few other things (such as training from the Night Hunters) (which are an order of warriors and rangers that hunt the creatures of the night that I sorta projected into your world :P ) to give him these abilities?


If they happen to be third party then I'm in full restriction, but if they're in pathfinder source books I can't really tell you you can't. As for the Two-weapon fighting feat that inquisitors get, I think it's called Twin Judgement.

Silver Crusade

O no no, they won't have any effect one the game mechanically, they are just a group I came up with on my own to represent how my character got his abilities


I thought Strength of Will was a feat or something, lol.

Silver Crusade

No no, just a way of describing some of his more magical like abilities. (Although j think there might be a feat called something very similar to that)
Unfortunately I cannot find any such feat to use two blessings at once.


I'll look for it. Check back here in just a moment. It's called Double Bane.


I am just brainstorming at this point, but how do you want to handle the Ioun Wyrd from Familiar Folio?

Silver Crusade

So double blessing would be my version?


I would request that you purchase it as if you had bought one, as well as any Ioun stone you wish to have it use consistently. For the sake of this, you may use a dead Ioun stone that's worthless, or cracked. That would effectively make the Wyrd 1550 gold.

Is this acceptable?


Yes, Rorek. Yes it would.


Dot, what up Duboris. Let's not have ourselves another Rova in this one. Hmm what to make.

rolls:

4d6 ⇒ (5, 2, 3, 2) = 12 10
4d6 ⇒ (5, 2, 1, 6) = 141d6 ⇒ 2 13
4d6 ⇒ (5, 5, 6, 2) = 18 16
4d6 ⇒ (5, 1, 6, 1) = 131d6 ⇒ 61d6 ⇒ 6 18
4d6 ⇒ (1, 4, 3, 3) = 111d6 ⇒ 2 10
4d6 ⇒ (1, 1, 4, 4) = 101d6 ⇒ 61d6 ⇒ 1 16
4d6 ⇒ (6, 2, 6, 2) = 16 14

18 16 16 14 13 10


here is my full profile


I can dig it. Just remember, pre-roleplay is up for grabs in the discussion board post.

Here


Also! Damon! And anyone else who might be trying to build a caster; You must have your spells of the day updated consistently, if you mind.


A very tentative dot here, in consideration for the competition.

I might have missed a detail, but does divine magic work as normal here, drawn from the Golarion pantheon?


When/if selected I will keep my spells prepared in a spoiler on their own in my alias.


Due to unfinished pantheons in the game universe at the moment, Mahorfeus, yes. Though when that part of the campaign is finished and I inevitably open up game 2 in a year or so, I'll likely have the mythos finished entirely with 3 deities for each alignment square.

But for now, it's pathfinder gods, lol.


Here is the monk I am working on. He is part of a secret sect of monks that venerate immortal undead, especially powerful ones. So of course he wants to gain or steal the power and secrets of the castle.

Backstory:
Dimitri owes his life to The Sanguine Order. He had once been an apprentice to a wizard, though he showed little magical talent. The wizard had a secret. He was a necromancer and had been hiding it for years but when someone found out, people took things into their own hands. No one wants such evil so close to their home, especially when it is dangerous enough already. A mob gathered and hung the necromancer and his apprentice, shouting at him to see if he can save himself. Miraculously Dimitri's rope snapped and he was spared. The people saw this as a sign that he was innocent. In reality a member of the order had been watching and rigged the rope to break at that precise moment. Gasping for breath he was taken away by the man. It was unsafe for him to stay there as some would still not trust him and may come back for him.

He left with Pelvor who took him back to the Order and initiated him. He was trained in the ways of the monks there, to harness his own life force instead of the arcane. Many years later he finally finished his training and was free to go out into the world, find recruits if he deemed any worthy and hunt the darkness. The Order believed that the warewolves needed to be destroyed or controlled, they were far too chaotic, suitable only as pets, to be treated like animals. The world should be ruled in the night by the masters of the night, vampire. And in the day by the masters of the day, humans of the order. There was no place for were-creatures.

Dimitri hunted down several packs, once the leader was dead the rest fled. This lead him north, further and further. Until he was headed for the Castle. No one had been there in years but he had heard the stories. If he could enter and retrieve something of worth he would rise within the Order. He would be rewarded.

Character Sheet:

Dmitri Moldona
Human Monk(Hungry Ghost/Qinggong) 5
LE Medium Humanoid(Human)
Init +5; Perception +12
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DEFENSE
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AC 18, touch 18, flatfooted 18 (+3 dex, +4 wis, +1 monk)
HP 56 (5d8+20)[8,7,8,5,8]
Fort +7, Ref +7, Will +8(+2 vs enchantment spells and effects)(+2 vs charm and compulsion)
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OFFENSE
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Speed 40ft
Melee Unarmed +8 (1d8+4/x2)
Flurry Unarmed +8/+8 (1d8+4/x2)
Ranged Ki Arrow +6 (1d8+4/x3)
Ki Pool 6 points
Spell-like Abilities Bark Skin(1 ki), Ki Arrow(1 ki)
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STATISTICS
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Str 19, Dex 16, Con 16, Int 14, Wis 18, Cha 9
Base Attack +3; CMB +9; CMD 22
Feats Improved Unarmed Strike, Punishing Kick, Improved Grapple, Deflect Arrows, Skill Focus(Use magic device), Weapon Focus(Unarmed Strike), Blind Fight, Power Attack, Boar Style
Traits Reactionary, Dangerously Curious, Birthmark
Drawback Umbral Unmasking(no shadow)
Favoured Class Monk: +5hp
Skills(7 per level) *only shows class skills*
5 Acrobatics +11
1 Climb +8
0 Craft +2
0 Escape Artist +3
5 Intimidate +7
1 Knowledge(dungeoneering) +6
1 Knowledge(history) +6
1 Knowledge(religion) +6
5 Perception +12
0 Perform -1
0 Profession +4
0 Ride +3
5 Sense Motive +12
5 Stealth +11
1 Swim +8
5 Use Magic Device +12
Languages Common, Necril, Infernal
Equipment
Current encumberance
Money 10,500gp
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SPECIAL ABILITIES
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Weapon Proficiency Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
AC Bonus(Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows(Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike 1d8 At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
Punishing Kick(Ex) At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
Evasion(Ex) At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement(Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training(Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind(Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool(Su) 6 As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or Increase his speed by 20 feet for 1 round, or Give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
Bark Skin(Sp) 1 ki point, standard action to activate.
Ki Arrow(Sp) 1 ki point, standard action to activate.
Steal Ki(Ex) At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
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Racial Traits
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Skilled Treat every class as though they gave 1 additional skill point per level. You may also make one skill a class skill, even if that class doesn't usually get it.
Flexible Bonus Feat In addition to whatever your classes give you at first level, you gain 1 more feat for free, but must meet the requirements for it.
Focused Study At 1st, 8th, and 16th level, this race gets skill focus as a bonus feat for free.
Variant Human Instead of gaining a single random +2 to any ability score, A human from Azura'gareth gets a +2 to both a physical and mental score, and may place a -2 wherever they please, even into one of the other 2 scores to break even.


Spoiler:

4d6 ⇒ (3, 4, 5, 6) = 18 15
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (3, 2, 5, 4) = 14 12
4d6 ⇒ (4, 2, 2, 1) = 9 8
4d6 ⇒ (6, 1, 6, 4) = 17 16
4d6 ⇒ (2, 3, 4, 5) = 14 12
4d6 ⇒ (1, 2, 2, 1) = 6 Rerolled
Reroll: 4d6 ⇒ (1, 4, 5, 3) = 13 12

I will be submitting a Barbarian (Armored Hulk) for consideration. Below is a quick character concept:

The Legend Never Dies:

Sin: Wrath

Every 300 years the proverbial gates to hell grind open, and with them is unleashed a new wave of horror and madness washes over the countryside. In response countless would-be hero's have descended upon the castle in the hopes of stemming the tide. The Belmont's were by far the most successful and thereby the most famous. But there were others; among them is the tale of the Landsknetch. A figure that has been noted in a myriad of major expeditions to the cursed castle, each of which ended in tragedy. It was believed to be the spirit of fallen warriors returned to once again seek revenge against the Dark Lord. Whatever the truth, its appearance is considered an omen in conjuction with those of the castle Dracula.

Calling him Doppel for the sake of simplicity, he will be relatively straightforward. Heavy armor and a greatsword. I will be taking the Resurrected trait to fit with the theme of a vengeful spirit returning to once again assail the castle.

As always comments and criticism are appreciated


Gentlemen! All too good of submissions, but there's something I may want to point out to those who've yet to fully submit something. Half submissions are iffy, and I say that with extreme warning.

At the moment I see only two completed characters, who might still be editing.

Damon Van Brandt - Ranger 5 (Infiltrator/Divine Tracker)
Dimitri Voldona - Monk 5 (Hungry Ghost/Qinggong)

The important part is to have the profile completed with a picture chosen. If I have to dive into your Aliases, there's a problem.

@Johnnycat I am all in favor of that idea.


This is Johnnycat again with the alias I will be using. Currently I am working on the complete write-up so it doesn't have anything in there. Check back from time to time, I'll make a post in the discussion thread once I've got some more details ironed out.

HP:

5d12 ⇒ (10, 8, 11, 12, 9) = 50

Boom shaka. Above average on everything.

Silver Crusade

Duboris would you allow the 1pt shuffle rule for a character with several odd attribute scores? I ask because I see it done often, ofc I wouldn't use it drop an 11 to a 10 and up a 17 to an 18. would be reasonable :P
(in my case it would drop a 13 to a 12, and increase a 13 to a 14 :P)


Play the ball from where it stands :U

Silver Crusade

aight, just figured I'd ask. Also I see alot of melee oriented characters... should I make my guy ranged?


That is entirely up to you. The game's maps have plenty of lengthy, winding hallways, but there are just as many rooms with wide open areas with which to make use of it. The only thing I would strongly suggest against, however, would be horses. The rooms are too cumbersome for proper horse combat, and no horse, even with proper handling, would ever brave the castle itself.

Silver Crusade

pfft, unless that horse was an animal companion :P but I hadn't had any intention of using a horse or AC. wouldn't mesh with the way I see my character, or most of the night Hunters operating.

If you could, could I know what the other 2 set players will be playing? (if you already said this I apologize for missing it) I like TWF thematically, but I am wary of a 4+ man party of all melee characters. and to be honest I haven't tried an archer yet so it wouldn't be so bad.

also, if you wanted any help on lore/guilds/groups/orders etc. for your world I could shoot you literally endless Ideas :3 stuff like that is my specialty ;)


Damon Van Brandt - Ranger 5 (Infiltrator/Divine Tracker)
Dimitri Voldona - Monk 5 (Hungry Ghost/Qinggong)

Silver Crusade

Duboris wrote:

Gentlemen! All too good of submissions, but there's something I may want to point out to those who've yet to fully submit something. Half submissions are iffy, and I say that with extreme warning.

At the moment I see only two completed characters, who might still be editing.

Damon Van Brandt - Ranger 5 (Infiltrator/Divine Tracker)
Dimitri Voldona - Monk 5 (Hungry Ghost/Qinggong)

The important part is to have the profile completed with a picture chosen. If I have to dive into your Aliases, there's a problem.

@Johnnycat I am all in favor of that idea.

I assume you mean with backstory too because I saw people with thier crunch fully.


Duboris wrote:

Damon Van Brandt - Ranger 5 (Infiltrator/Divine Tracker)

Dimitri Voldona - Monk 5 (Hungry Ghost/Qinggong)

'ALSO! This campaign was made with the impression that others in a prior campaign would join, and they do happen to have priority in regards to that. But that doesn't mean you shouldn't make characters, as there are only 2 set-in stone places. I will, at most, take 5 people in total.'

I was referring to the 2 set in stone players haha.


Actually neither of them have given me headway about what they'd be doing yet, but the important part is really making what you want to play, to me. My current in-life group doesn't have a rogue. While that constantly rocks their world, they've made their way to level 8 with only 2 close calls.

Silver Crusade

^Implying rogue is necessary


well said. I was more worried we would get in each others way in tight hallways, though thinking more on it, unless they are backed into a corner a good acrobatics check would get me or another behind them.


Didn't know you wanted to see the character actually post. So here is Tuyena's submission.


Here is Yorick's submission. I want to flesh out the backstory a bit more, but with the sheer amount of posts that this thread is getting, I wanted to also make sure to have something together early.

Silver Crusade

^ Its funny because Thats exactly what Im doing..


Bought my items too so I am all finished now.
Boots of Elvenkind
Corrosive Amulet of Mighty Fists
Cloak of Resistance +1
4 x wands(mage armour, shield, protection from evil, clw)

I also have the drawback (if you allow drawbacks for a third trait) Umbral Unmasking going with the effect that he doesn't have a shadow. This is a strange effect of his work. One day he just woke up and his shadow was gone. Creepy.


Damon Van Brandt - Ranger 5 (Infiltrator/Divine Tracker)
Dimitri Voldona - Monk 5 (Hungry Ghost/Qinggong)
Landsknetch Doppel - Barbarian 5 (Armored Hulk)
Cain Sagarna - Warpriest 3 (Sacred Fist) Inquisitor 2
Rae Keisinger - Swashbuckler 1 (Inspired Blade) / Investigator 4 (Empiricst)

3 traits and a drawback is perfectly reasonable. Just... pick carefully.

Silver Crusade

That Drawback.. isnt even really a Drawback. But whatever, I'm not picking one but I'll play up Greed alot. Just need to decide on a pic.


Dimitri what exactly are the downsides of Umbral Unmasking?


Chose sin: Envy.

I don't have a shadow.
Downside:
This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).


Duboris wrote:
Dimitri what exactly are the downsides of Umbral Unmasking?

It seems to be something that would require RP to downside, however I am having trouble picking my own drawback, narrowed it the following 3-

Condescending- not so much they way it is described, but he believes he is better than most because he can hunt the things that hunt others (to be fair, there is some truth there :P)

Oppressive expectations- When hunting these beasts near perfection is needed, to fail is to die. Do not fail.

Power Hungry- I like this one, Damon is always seeking to get stronger, his intentions are pure, get stronger to kill the stronger monsters, however the road to hell is paved with good intentions.


Other drawbacks could fit I just thought that one the most interesting. I'll change it if you want me to.

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