GM Seamus's Dragon's Delve (Inactive)

Game Master Seamus Greenbottle


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The Hook:
Maybe you first heard the name in a tavern well after closing time, as two old adventurers, well past their prime, spoke of it in hushed tones. Maybe it was from your own mother, who swore she'd send you there when you misbehaved. Perhaps you read the name in an ancient tome of history and lore illuminated by flickering candlelight late at night as the wind howled outside. Wherever you first heard of the place, you have long heard tales of Dragon's Delve.

A vast underground dungeon of labyrinths and catacombs, built perhaps by dwarves or perhaps by wizards—or maybe even dragons—Dragon's Delve is infamous among treasure-hunters and monster-slayers. Filled with deadly danger and ancient treasures, the dungeon offers both risk and reward in equal amounts, each growing more intense the deeper one goes. How much peril is worth risking for how much return? It's all up to those brave enough to try.

The tales of Dragon's Delve teem with contradictions and unbelievable anecdotes of impossible encounters and bizarre monstrosities. And yet, some of it all must be true. Do demonic cultists really use Dragon's Delve as a secret base? Is there truly some kind of ambient magic seeping up through the place? Did wizards of old hoard away powerful artifacts in the dungeon's vaults? Do gateways to remote lands and even other planes of existence really lie somewhere in Dragon's Delve? Does the prince of all dragonkind really hold court in the deepest reaches of the subterranean stronghold? No one knows for certain, but those that could find the answers to even some of these questions, or learn even a few of the dungeon's other secrets, might earn for themselves notoriety and wealth beyond imagining.

If they survive.

Dragon's Delve lies in a remote corner of a long-forsaken wilderness that people once called the Duchy of Chordille. Yet a hundred years ago or so, the folk of the surrounding lands took up arms against Chordille. They razed the keep and slew the duke. It's hard now to find someone who knows the real reason why this happened. A few speak of evil intent on the part of the duke, who had plans for conquest. Others, however, say that the duke's actions were always benevolent, and that the conflict arose from misunderstanding, or perhaps deception on the part of some mysterious third party.

All that is known for certain is that folks call that remote realm the Fallen Duchy. It boasts no ruler and little population. Wilderness reclaimed Chordille, and it is now a land of dangers.

People in Brindenford, a small town just two miles to the north, claim that murderous humanoid creatures prowl those ruins. Goblins? Orcs? Worse? No one seems to know for sure, and eyewitness accounts are few, and always contradictory. They also claim that the place is both haunted and cursed.

So many questions. So many secrets.

If you dare to brave this ancient dungeon, go well equipped. Be ready for anything. Keep your eyes open, and search everywhere. Any passage or door you find could lead to wealth enough for you to retire. Or it could lead to certain doom.

But that's what being an adventurer is all about, right? This isn't an undertaking that you'll finish in one foray or even a dozen. This is the challenge of a lifetime. As someone thrilled at the prospect of exploring the unknown, incredible challenges, and the promise of gold and magic, Dragon's Delve is exactly where you've always wanted to go.

Campaign Expectations:
This is a dungeon campaign—plain and simple. If that's not what you're interested in, then this isn't the campaign for you. Now, that's not to say that this is simply a slog through a dungeon with only combat and nothing else—the people at DungeonADay.com did an excellent job creating this dungeon, and it's incredibly fun. Even so, it's still a dungeon and that's what characters should be prepared for.

Take a look here to see some of the assumptions you should make as you prepare for this campaign.

Player/GM Expectations:
Based on my other PbP participation, I can say that posting from me will likely be once or twice a day on the weekdays, and probably once over a weekend. I'm currently in the midst of planning and participating in a national bus tour over the next academic year, so there may be times that I have to pause the action for a few days at a time, but that shouldn't be too often. I would ask that others are able to make the same posting commitment that I will make.

I would describe myself as someone who likes a good mix of roleplay and rollplay, and my games tend to reflect that. I like posts that are well-described and not too short, but I also like those posts to be backed up by solid mechanics. I am a relatively lenient GM, however, and reward creative and reasonable solutions to problems.

Character motivation:
Because of the nature of this campaign, I don't need huge backgrounds. It doesn't take place in Golarion, so backgrounds should not be tied to that campaign setting.

More important than the background is motivation. Why are you going to the town of Brindenford so that you can explore the nearby Dragon's Delve? Why does your character (or a character of your class) want to dungeon delve? Are you a wizard who seeks knowledge of the dungeon? Are you a rogue who simply wants to collect as much treasure as possible? Are you a criminal on the run who needs a place to hide, and a dungeon seems like as good a place as any? Are you an alchemist who is looking for new and varied ingredients for his creations and wants to explore, looking for them? Any number of motivations will work, but it must be a strong motivation.

I'm looking for motivation that is not sated easily. Don't make it too specific, or once you succeed on your goal, you'll want to leave. This is a large dungeon, so make characters that want to explore the whole dungeon.

I'm also looking for characters that are well-suited for a dungeon. These are dungeon delvers, so feel free to use traits, feats, archetypes, etc. that align with that. This is a difficult dungeon, so some level of optimization will be needed.

Character creation specifics:
Ability Scores: 20-point buy
Classes: All Paizo classes are available, including playtest classes. 3rd party classes will be evaluated on a case-by-case basis. I'll be upfront about my feelings about these, so if I approve a 3rd party class, don't feel like it hurts your application—if I don't like it, I won't allow it.
Races: Dungeon delving is a perfect opportunity to allow odd races, so any Paizo race is allowed (as long as it doesn't have racial hit dice).
Sources: Any Paizo product is allowed, but please link each option you choose to the applicable d20pfsrd.com page.
Hit Points: Since this is a dungeon, and characters dying all the time isn't that fun, we're going to do something a little different here. You'll start with 2 full HD worth of hit points. So, if you're a barbarian, that means you'll start with 24 HP + Con + Favored Class. When you reach 2nd level, you won't get any new HP. When you reach 3rd level, you'll roll for HP, with a minimum of 1/2 HD+1 at each level. This doesn't meant that you count as having 2 HD at first level. You're still 1 HD characters until 2nd level.
Starting Wealth: Max wealth for your class.
Traits: Two traits from any Paizo source

If you're interested, please provide a full character sheet/stat block and a motivation spoiler tab in an alias. I'm not going to set a deadline for recruitment yet, so please just start posting characters!


I like this idea, I'm in a similar game with another character. However I want to revive this alias since he was the very first character I created for these boards. I'll edit him slightly and adjust his background to fit this idea a little better. I should have the adjustments made today.


dotting.

I am so conflicted on this... It seems like a great game but I may be Dming a new game after the new year and that means I will have to leve some active games I am playing in.

I will probably put something togetehr and throw it in the mix once I decide, there is a high probablity I will use the character in this alias or at the least one similar to it.


This sounds like a lot of fun. I'll see what I can come up with over the course of the afternoon.

Also, as an aside, I've used a similar Big-Bump-to-Level-1-HP method before and it lead to amazing acts of hilarity. My players, for some silly reason, felt invincible with so many hps at their disposal and they took some outrageous (and wonderful!) risks as a result. Regardless of the party selected, I hope you and your players in this game find it equally as fun. =)


OK, Naldoc is ready for your examination!


Consider me interested, Followed the early development of Dungeon-a-day and found it really well designed.


Davro here would love to take part, he seeks thrilling combat and the hides/skins of rare creatures, this dungeon seems like a perfect fit.


Alright, I would like to present Harrigan Ash for consideration. An ifrit bloodrager, he'd be well suited to a party in need of a front-line basher.

I presume the ifrit racial ability of fire affinity would apply to his casting and bloodline powers in this case, but those abilities won't be available to him until level 4 anyhow. If not, I'd simply swap it out for an alternate racial trait.

Thanks for your consideration and best of luck to everyone who applies =)


doting for interest.

RPG Superstar 2009 Top 16

Definitely interested, will have a ranger up soon. Looking at starting with Dungeon Rover archetype, want to go Deep Walker as well except they both replace Woodland Stride at level 7. Would it be possible to choose one of the replacements over the other if we ever get to that point?

Liberty's Edge

The penultimate challenge--a dungeon that could be anything, house anything, and lead to unimaginable rewards...

WHY THE HELL NOT?

I shall return shortly with STATS!


And here you go.

Liberty's Edge

Theodore Berard

STAT BLOCK:
lv1 human sorcerer(wildblooded sage)

20 pt.
STR 10
DEX 14
CON 13
INT 18
WIS 12
CHA 10

TRAITS:
focused mind: +2 to concentration checks.
avid reader: may always take 10 on knowledge(arcana)

RACIAL TRAITS:
+2 to one score(int)
extra feat
extra skill per level
medium size
speed 30
languages: common, draconic, elven, sylvan, infernal
favored class: sorcerer (+1 0-level spell)

INIT: +2
HP: 13
AC: 12
BAB: 0
MELEE: 0
RANGED: +2

SAVES:
FORT: +1
REF: +2
WILL: +3

CLASS FEATURES:
bloodline: sage
arcana: use int for casting score, +2 knowledge(arcana) and spellcraft checks
bonus skill: one knowledge(dungeoneering)
bloodline power: arcane bolt--ranged touch, 1d4+1 force damage 7/day
cantrips
eschew materials
proficient with simple weapons

CLASS SKILLS: 2+4+1=7 per level
appraise
bluff 1+3: +4
craft
fly
intimidate
knowledge(arcana) 1+3+2+4: +10
knowledge(dungeoneering) 1+3+4: +8
knowledge(history) 1+4: +5
knowledge(planes) 1+4: +5
profession
spellcraft 1+3+2+4: +10
use magic device 1+3: +4

FEATS:
1: expanded arcana(0-level)
human: expanded arcana(0-level)

SPELLS KNOWN/PER DAY
0level: drench, light, ray of frost, spark, prestidigitation, mage hand, detect magic, read magic, message

1stlevel: 3 per day=color spray, grease

EQUIPMENT: 17gp 7s 6cp

chronicler's kit 40gp
quarterstaff
explorer's outfit (include scarf and wide-brimmed hat)
eyeglasses 5g
waterproof bag 5s
pathfinder's kit 12g (includes backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 ft. string, 50 ft. thread, waterskin, 7 day's rations, whetstone)
5 sunrods 10g
cooking kit 3gp
mess kit 2sp
50 ft. silk rope 10gp
2 lbs. soap 4cp
blanket 5sp
5 alchemical grease 25gp

MOTIVATION:
Theodore has had a fixation with magic since he was a boy, always interviewing traveling wizards and wandering bards about the nature and methods behind their wondrous spellcasting. Whenever any sort of mage would stay in town for more than a night, he would seek ways to meet them, observe their magic firsthand, and glean a secret or two. He would gladly offer errands and favors for the more intractable visitors, and even paid to copy excerpts from any spellbooks, tomes of lore, or oral recounts of fantastic creatures, unnatural places, and ancient mysteries they were willing to share. His parents often thought him quite obsessed, but, as his habits never interfered with his chores at their inn and never brought any real trouble to their door, they grew to accept it.

The turning point arrived much later than one would expect, yet still much earlier than a parent would hope; on his seventeeth birthday, Theodore burst into the inn, charged straight up to his room and began packing. He gathered his savings and a few useful pieces of equipment into his backpack, and was only stopped by his father at the door, demanding an explanation. His answer was two words long: Dragon's Delve.

Having received the lore from an old mage who loved to share knowledge as much as Theodore loved to devour it, he was inexplicably gripped with an overwhelming need to find it and explore it. Everything about the location screamed to him of magic. The stories, the conflicts, the hauntings, the creatures, the legends--the tales he'd been told and the books he'd been shown all led to one sensation: the undeniable craving to plumb the depths and find the secrets himself. All the information he'd been given was like the aroma of a perfect roast to his nose. It was irresistible. the more he thought on the topic, the more restless he became. No amount of pleading or chiding could keep him from filling his pack and marching out to the general store for supplies, and no amount of odd looks or friendly warnings from townsfolk could stay his feet.

Theodore had an appetite for magic, and he'd caught the scent of an unimaginable feast. There was no stopping him now.

Sorry the info's not a standard stat block format; it just kind of spills out that way on a notepad by habit. Let me know if you'd prefer a reformat, if I should put up an alias, or if anything's out of place.


Glad to see the interest so far!

Here's what we've got for applicants at this point:

Theodore Berard male human sorcerer (wildblooded sage)
Maraiah female human ranger (dungeon rover)
Harrington Ash male ifrit bloodrager
Davro Iramelis male half-orc hunter
Naldoc Tisbane male human rogue (burglar)
Klor Kragsson male dwarf fighter (weapon master) Needs updating

Mark Thomas 66 wrote:
Would it be possible to choose one of the replacements over the other if we ever get to that point?

Sure, not a problem.

Dal Selpher wrote:
I presume the ifrit racial ability of fire affinity would apply to his casting and bloodline powers in this case

You are correct.

Daynen wrote:
Let me know if you'd prefer a reformat, if I should put up an alias, or if anything's out of place.

Would you mind putting the info into an alias? It's just easier so that I can link to each alias and easily find the information. Thanks!


Updated Davro's Stat Block with complete inventory and motivation, should all be correct and final for reviewing.


Pathfinder Roleplaying Game Superscriber

Seamus, how do you feel about Super Genius Games' Time Thief as a PC?


Here we go, all alias'd up and ready to roll.

OM NOM MAGIC.


dotting for interest...have an idea for an aasimar cleric (maybe even warpriest)of Nethys sent by the church into the Delve hunting for an ancient artifact once wielded by his celestial ancestor. Hopefully I will be able to get an alias built shortly.


Updated Cyrus and ready for inspection.


klor updated for level 1


Tarondor wrote:
Seamus, how do you feel about Super Genius Games' Time Thief as a PC?

Definitely allowed!


Pathfinder Roleplaying Game Superscriber
Seamus Greenbottle wrote:
Tarondor wrote:
Seamus, how do you feel about Super Genius Games' Time Thief as a PC?
Definitely allowed!

I've wanted to play a Time Thief for quite a while. But I'm not sure it's a well optimized class for a megadungeon. It has some roguish abilities, true, but it's more of a utility combatant and buffer/debuffer.

Alternately, I'm thinking of a brawler (ACG fighter/monk hybrid class)(because that also strikes me as cool) or a straight-up cleric (noting that the group has precious little healing). Suggestions from GM about the Time Thief's suitability would be appreciated.


Would you let an aasimar take the Breadth of Experience feat? They aren't listed on the feat as an eligible race, but their age profile is in the same range as the races that do qualify for it.


What about character classes from Monty Cook's Arcana Unearthed? I've had the book for years and haven't actually gotten the chance to use it. I was considering the runethane. If not, perhaps the warmaster from Super Genius games?


Pathfinder Roleplaying Game Superscriber

Djpika: As someone who has played both - go with the warmaster. Arcana Unearthed / Arcana Evolved characters deserve the AE magic system.


This is Tarondor's submission.

Statblock:
Coyote Tawa
Male Human Time Thief 1
CG Medium Humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 18 (2d8+2) (Campaign rules)
Fort +1, Ref +5, Will +0 (+2 vs. mind affecting)
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +0 (1d6/18-20/x2)
Ranged light crossbow +3 (1d8/19-20/x2)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot[/b]
Traits Sound of Mind, Scholar of the Ruins
Skills Acrobatics +7, Bluff +7, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Knowledge (History) +5, Knowledge (The Planes) +5, Perception +4, Stealth +7
Languages Common, Draconic, Elven
Combat Gear rapier, dagger, light crossbow, bolts (10)
Other Gear Chain shirt, Light steel shield, Dagger, Light crossbow, Rapier, Backpack (empty), Belt pouch (empty), Chalk, Ink, black, Inkpen, Thieves' tools, 16 GP, 8 SP, 9 CP

--------------------
Special Abilities
--------------------
Mote of Time (4/day)
A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.

Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:

* Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
* Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
* Act in the surprise round when the time thief would not normally be able to do so.

Background:
Coyote is a traveler from a distant land, in search of the the Moon goddess, who has been missing from his land for many years. He was given his mystical abilities by the Coyote spirit, whom he honors by taking his name. He has followed many clues which have eventually lead him to Brindenford and the legend of Dragon's Delve.

Motivation:
To seek the goddess of the Moon.

Future Plans:
I plan a Time Thief with at least one level (probably 2nd level) of gunslinger with the Mysterious Stranger archetype.

Note to GM:
I know a little about Dragon's Delve. I read the first level (maybe two) years ago. One of the few things I remember clearly was a room that hinted at the presence in the deeper dungeon of a moon goddess. I decided to make that the focus of my character. I hope that's okay.


Submitted Deylar Tiarshuro for consideration.

I still have to do equipment and add the motivations into the alias, but he is a cleric of Nethys who takes the edict of "Magic Is Life" to its extreme - his ultimate goal is to do everything with magic (think the Asha'man training in Wheel of Time). Planning to take a sorcerer dip at some point to gain some offensive spells, but straight cleric besides that.

As for the Delve, the Church has told of several legendary artifacts that are hidden there that can help him toward his goal of mastery over magic, so he is ready to accept the challenge!

thanks for the consideration and good luck to all.


My partner in crime is running a dungeon delve? I'm suddenly afire with ideas!

First things first, how do you feel about the Dreamscarred Press Psionics material? I honestly don't know if it's what I want to do but I've wanted to give it a proper run forever. Please let me know if I can at least consider it while I come up with a character?

Thanks in advance and I should have something up this weekend!


Tarondor wrote:
Suggestions from GM about the Time Thief's suitability would be appreciated.

I think you're just fine with the Time Thief. I don't see it as an underpowered class or one that isn't suitable for a dungeon.

markofbane wrote:
Would you let an aasimar take the Breadth of Experience feat?

Definitely allowed! I always want to take that feat when I'm playing an aasimar—it just makes sense.

djpika wrote:
What about character classes from Monty Cook's Arcana Unearthed? I've had the book for years and haven't actually gotten the chance to use it. I was considering the runethane. If not, perhaps the warmaster from Super Genius games?

Could you send me d20pfsrd or d20srd links for those?

Otm-Shank wrote:
First things first, how do you feel about the Dreamscarred Press Psionics material? I honestly don't know if it's what I want to do but I've wanted to give it a proper run forever. Please let me know if I can at least consider it while I come up with a character?

Good to have you! Yes, that material is well-balanced as can be used.


Seamus Greenbottle wrote:
markofbane wrote:
Would you let an aasimar take the Breadth of Experience feat?

Definitely allowed! I always want to take that feat when I'm playing an aasimar—it just makes sense.

Thanks! I figured aasimars and dhampirs weren't included because APG with the feat came out before ARG with the expanded race age tables, but it was a combination that always intrigued me.

I am working on an aasimar monk (ki mystic, sensai) to submit. I'll post him here as soon as I can.


Here is a Dwarf Cleric for the game.


Here are the links:

Runethane
Warmaster


Tarondor wrote:
Djpika: As someone who has played both - go with the warmaster. Arcana Unearthed / Arcana Evolved characters deserve the AE magic system.

It's true that AE's spell list is hard to take out of context since spell rarity isn't inherently built into PF (although you could abstract it based on the rarity of spells that show up in wands/scrolls/magic item charts). The intriguing part of the runethane, though, is more the rune based mechanics/traps, which I haven't seen in other 3rd party classes.


Pathfinder Roleplaying Game Superscriber

Fair enough. I also just really happen to love the Warmaster.


Hereby submitting Eldon Appleton, a halfling bard.

Eldon is a storyteller who seeks adventure so he can tell the stories of his adventures to an audience. However, Eldon tends to exaggerate about what's truly occured during his adventures. This, in combination with his extravert personality and habit of boasting, causes his epic tales to be somewhat too epic. In turn this causes people to think he's lying, which he basically really is.

Always eager to impress other people with his skills as a bard Eldon has not only stories, but also a wide variety of jiggs at his disposal. When dancing or telling stories Eldon often makes use of magical instruments, which enhance his performances.

I've just finished his sheet and I'll be working to complete his background, etc.


Here is Eamch Stone, submission for markofbane.

Eamch is a monk cloistered for long decades, who sneaked away to pursue a thief that was believed headed to the Dragon's Delve. He is seeking to not only recover the relic stolen by the thief, but to prove that he is capable of taking care of himself and more.

He is a monk with the ki mystic and sensai archetypes. He'll provide a variety of support roles and serve as a secondary combatant.


List of current characters (with notes in bold with questions I have:

Theodore Berard male human sorcerer (wildblooded sage)
Maraiah female human ranger (dungeon rover)
Harrington Ash male ifrit bloodrager
Davro Iramelis male half-orc hunter
Naldoc Tisbane male human rogue (burglar)
Klor Kragsson male dwarf fighter (weapon master) Has three traits, as far as I can tell—should only be two
Coyote Tawa male human time thief
Deylar Tiarshuro male aasimar cleric of Nethys Needs motivation, gear
Sigur Gerian male dwarf cleric of Cayden Cailean
Eldon Appleton male halfling bard Needs background, etc. and also missing a feat?
Eamch Stone male aasimar monk (sensai, ki mystic)

Let me know if I missed anyone!


fixed I was supposed to delete the reactionary trait but missed that


Seamus Greenbottle wrote:

List of current characters (with notes in bold with questions I have:

Let me know if I missed anyone!

Have you had the chance to look at the Runethane/Warmaster?


djpika wrote:
Have you had the chance to look at the Runethane/Warmaster?

Ahh yes, sorry. Both look fine to me!


@Tarondor - Any thoughts on feat trees for a War Master? Here is my current Int based build.


@Seamus Greenbottle - Torel is almost complete. I just need to purchase equipment and pick a feat.


Pathfinder Roleplaying Game Superscriber
djpika wrote:
@Tarondor - Any thoughts on feat trees for a War Master? Here is my current Int based build.

Well, here's how I did it for an abortive Kingmaker game we called "Jarlmaker". I built him around the various Hero Point feats. Since this is PFS and you can't use those, I'd look at this set of War Master feats

Sivard Goldenhair:
SIVARD GOLDENHAIR CR 6
Male Human (Ulfen) War Master 7
NG Medium Humanoid (Human)
Hero Points 2
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 natural)
hp 53 (7d10)
Fort +4, Ref +9, Will +8
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Greatsword +12/+7 (2d6+7/19-20/x2) and
Dagger +11/+6 (1d4+4/19-20/x2) and
Longsword +11/+6 (1d8+4/19-20/x2)
Ranged Paueliel Longbow, Composite (Str +3) +10/+5 (1d8+3/20/x3)
--------------------
STATISTICS
--------------------
Str 16/18, Dex 14, Con 10, Int 16/18, Wis 12, Cha 10
Base Atk +7; CMB +11; CMD 22
Feats Blood of Heroes, Extra Tactics, Hero's Fortune, Luck of Heroes, Power Attack -2/+4
Traits Courageous
Skills Acrobatics -3, Bluff +10, Climb +3, Escape Artist -3, Fly -3, Handle Animal +4, Intimidate +10,
Knowledge (Dungeoneering) +11, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge
(Local) +11, Knowledge (Nobility) +14, Linguistics +9, Perception +11, Profession (Sailor) +5, Profession
(Soldier) +5, Ride +7, Stealth -3, Survival +5, Swim +0, Use Magic Device +7
Languages Common, Draconic, Dwarven, Hallit, Orc, Shoanti, Skald, Varisian
SQ Assail (Ex), Battle Tactics (22 rounds/day), Battle Tactics: Move Action, Consul (Ex), Coordinated
Attacks* (Ex), Countering Tactics (Ex), Cover Fire* (Ex), Covering Maneuvers(+2) (Ex), Deployment(+10ft)
(Ex), Goad (DC 17) (Su), Guarded Tactics (Ex), Hero Points (2), Individual tactics(2/feat) (Ex), Mark of
Quality, Perspicacity (Ex)
Combat Gear +1 Full Plate, +1 Greatsword, Arrow, Smoke, Arrow, Whistling (5), Arrows (14), Dagger,
Longsword, Paueliel Longbow, Composite (Str +3); Other Gear Alchemist's Kindness, Amulet of Natural
Armor +1, Backpack (22 @ 11.5 lbs), Belt of Giant Strength, +2, Candle (10), Cloak of Resistance, +2,
Feather Token, Sky Hook, Flint and steel, Grappling arrow (2), Headband of Vast Intelligence, +2:
Knowledge (Dungeoneering), Heatstone, Oil, masterwork (5), Potion of Cure Moderate Wounds, Powder,
Rope, Spider Silk (50'), Scroll: Bear's Endurance, Bear's Endurance, Bear's Endurance, Silversheen, Wand
of Enlarge Person, Wand of Shield of Faith
--------------------
SPECIAL ABILITIES
--------------------
Assail (Ex) At 1st level a war master learns to direct his allies to overwhelm a foe’s defenses, forcing the
enemy to divide its attention among multiple targets. The war master selects one foe he can see. If that
foe is threatened by three or more of the war ma
Battle Tactics (22 rounds/day) A war master is trained to use tactics to direct units and individuals to
create beneficial combat situations that favor his allies. (A war master may always choose to count himself
as one of his own allies, both for fulfilling conditions required by
Battle Tactics: Move Action At 7th level, a war master can start a battle tactic as a move action instead
of a standard action.
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Blood of Heroes Gain 2 Hero Points/level, rather than 1.
Consul (Ex) Though not all war masters move in highly-placed circles, they all learn the ins-and-outs of
political maneuvering as part of their training in the art of war. At 2nd level a war master learns to use his
understanding of the rules of the courts and p
Coordinated Attacks* (Ex) All allies affected by the war master’s battle tactics coordinate their attacks,
aiding each other in locating and targeting foes. An ally can ignore a target’s concealment, or treat total
concealment as normal concealment, if he can hear an ally aga
Countering Tactics (Ex) At 1st level, a war master learns to counter the advantages foes gain by
superior planning, morale, or position. Each round of the countering tactics he makes a Knowledge
(nobility) skill check. The war master compares this to every foe he can see an
Courageous +2 save vs. fear.
Cover Fire* (Ex) Whenever the war master grants benefits to his allies from any battle tactic, the allies
also gain the ability to take the aid another combat action with ranged attacks. Both the target of the
attack, and the ally to benefit from the aid another, mus
Covering Maneuvers(+2) (Ex) A 1st-level war master can use his tactics to direct his allies to watch out
for one another, and assist each in remaining safe and protected. Any ally who is eligible to be affected
by battle tactics and is adjacent to at least one additional ally r
Deployment(+10ft) (Ex) At 1st-level a war master can direct allies to get into advantageous positions
quickly. All allies the war master can see gain a +10 foot enhancement bonus to their base movement if
they take a double move or run action. At 10th level this becomes a
Extra Tactics You can use your battle tactics for an additional 6 rounds per day.
Prerequisites: Battle tactics class feature.
Benefit: You can use your battle tactics an additional for 6 additional rounds per day.
Special: You
Goad (DC 17) (Su) A war master of 5th level or higher can use his tactics to force a foe into immediate
action. He selects one foe within 60 feet that he can see and has line of effect to. That target must make
a Will save against a DC of (10 + ½ the war master’s clas
Guarded Tactics (Ex) A war master of 7th level or higher can employ tactics to protect weaker allies
from being hampered by complex maneuvers by foes. All allies within 60 feet who are able to see and
hear the war master may use his CMD rather than their own, if they cho
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Individual tactics(2/feat) (Ex) A war master of 3rd level or higher can use his tactics to help an ally use
combat strategies outside the ally’s normal repertoire. The war master may select one combat feat to
which he has access and one ally who is within 30 feet of the war master.
Luck of Heroes Hero Points spent to reroll or grant bonuses before a roll are not used up on a d20 roll
> 15.
Mark of Quality At 5th level the war master’s experience with high-quality gear grows into a knack for
getting more out of masterwork equipment. Anytime the war master uses a masterwork weapon, armor,
tool kit or similar item he receives a +1 circumstance bonus. If
Perspicacity (Ex) This talent represents the war master’s mastery of studying details and using them to
draw conclusions about the bigger picture. The war master may use his Perception bonus in place of his
Appraise or Sense Motive bonus whenever making an Appraise or
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------
Sivard Goldenhair is the son of Sigrund, a warrior chieftain from the lands north of the confluence of the Vyalldehun and Whitegold rivers. Raised to be a war leader, Sivard was restless, dissatisfied with the
small holdings and poor, rocky soil in the shadow of the Stormspear Mountains.

For six years he has been a mercenary, an adventurer and a war leader in the armies of two separate jarls. Now, though, he yearns to make his own way in the world, to lead men in seizing their own destinies.
Sivard loves games of strength and tales of battle. He is boisterous and bold, but is also smart and perceptive, listening twice as much as he talks.
-----------------------------------------------------------------------
Campaign Trait: THE SPHINX. +1 to Will saves to resist mind-affecting effects.


Ack, getting bogged down with holiday stuff! Still hoping to run in a submission but it might be a couple days. When are you hoping to close recruitment?

Currently planning to put forth a Psychic Warrior character. Though I am really taken by the idea of a Beastmorph Alchemist on the hunt for more dangerous creatures to co-opt into his mutagen. Still not sure, ugh...


Seamus Greenbottle wrote:

List of current characters (with notes in bold with questions I have:

Theodore Berard male human sorcerer (wildblooded sage)
Maraiah female human ranger (dungeon rover)
Harrington Ash male ifrit bloodrager
Davro Iramelis male half-orc hunter
Naldoc Tisbane male human rogue (burglar)
Klor Kragsson male dwarf fighter (weapon master) Has three traits, as far as I can tell—should only be two
Coyote Tawa male human time thief
Deylar Tiarshuro male aasimar cleric of Nethys Needs motivation, gear
Sigur Gerian male dwarf cleric of Cayden Cailean
Eldon Appleton male halfling bard Needs background, etc. and also missing a feat?
Eamch Stone male aasimar monk (sensai, ki mystic)

Let me know if I missed anyone!

Missed Me!


Too late to enter?


Current List:

Theodore Berard male human sorcerer (wildblooded sage)
Maraiah female human ranger (dungeon rover)
Harrington Ash male ifrit bloodrager
Davro Iramelis male half-orc hunter
Naldoc Tisbane male human rogue (burglar)
Klor Kragsson male dwarf fighter (weapon master)
Coyote Tawa male human time thief
Deylar Tiarshuro male aasimar cleric of Nethys Needs motivation, gear
Sigur Gerian male dwarf cleric of Cayden Cailean
Eldon Appleton male halfling bard Needs background, etc.
Eamch Stone male aasimar monk (sensai, ki mystic)
Torel Lindratheon male human warmaster Needs gear, feat
Cyrus Geitus male half-elf fighter

I'm going to leave submissions open for a while still (probably through the New Year), so those that are still thinking can certainly still submit!


Added to the backstory and edited sheet change from travel domain to the exploration(travel) subdomain, changed feat to scribe scroll for versatility, and added weapons and weapon information.

I used the half cost rule for scribe scroll.

Liberty's Edge

Torel's feat and equipment are completed. However, is it ok to change feats depending on how the final party looks? I may swap to teamwork feats if the group ends up having more melee classes.


This is Lucendar. Intrigued by idea. Here is Rei-ka, powerhouse female barbarian. Will work on motivation.

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