Into the Deepest Darkness (Inactive)

Game Master kamenhero25

A perilous trek through the darkest reaches of Golarion to fight an ancient evil that could be the end of everything.


51 to 100 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

@Saiman: That sounds fine.

@Almagafor: After consideration, I'm only going to allow races that don't have racial hit dice. It helps balance out issues with some monstrous abilities being stronger or weaker than they're supposed to be. There most certainly are arenas and bloodsports, with the participants being slaves forced in to it for entertainment.

@TheOrcnextdoor: Take your time. You have several weeks, so no need to worry if you need to go back and tweak things.

@Skorn: Did I forget to put them on the common list? They're on the common races list. Go nuts.


Copy, I was working on a common background for two concepts so that it was usable whichever way you swung on your decision. How does one feel about Leadership later on?


Oh yeah Arrak would definitely WANT to be a participant in the arena/bloodsport haha.


Leadership is fine, though I like the cohort to be connected to the character. Also, if you build a cohort with something cheesy, like a crafting cohort, then we're going to have a problem.


I'd like to play an orc antipaladin of Glaunder. Would that be acceptable? Figured I'd ask before doing the crunchy stuff.

Fluff:

Burgash spent his formative years in an orc stronghold close to duergar territory. In a society obsessed with strength, he was praised for proving himself stronger than his peers. Burgash fought many battles against dwarves and duergar and his reputation grew with every victory.

The pivotal moment in his life started slowly. Orcs in the stronghold started getting sick, leading to the death of some. Over the course of weeks, nearly all of Burgash's kin succumbed to the plague, leaving him the lone survivor.

Standing amidst hundreds of diseased corpses, Burgash received a vision. A giant mosquito devoured all the dead he once knew, then spoke, "They were weak. You are strong." This simple exchange led Burgash to travel through Nar-Voth to search for and spread disease in service to his new master.

Burgash views being captured by duergar slavers as simply a way to continue corrupting life the only way he knows how.

His code has four points:

- To spread disease is to show the power of the Gossamer King.

- The weak have no place in this world. Disease will only take those who are weak.

- My duty is to Glaunder. Those who would oppose me forfeit their life.

- I will die by the plague when I am too weak to bear its power.


That's fine. Considering that most factions in the Darklands worship demons, daemons, outer gods, or various dark entities, I'm not going to complain about a follower of the Gossamer King.


Hey! Very interested in this, even though it didn't end up near as high-level as I thought it could.

Thinking Dhampir Void-Kineticist (Overwhelming Soul) with the Unusual Origin and Blood Drinker feats (maybe "dwarf", or "elf") along with the Undying Nobility alternate racial trait, mainly for the vampire-but-not flavor.

Throwing around negative energy blasts while having no breath and stuff? Pretty sweet.
Most likely Dex-based with Weapon Finesse and Kinetic Blade.

Thoughts?


Sounds like a reasonable build to me.

I went on the low end of level because most Paizo setting books agree that encounters in the upper reaches of the Darklands should range from CR 6 to CR 10. The really bad stuff is further down and will become more relevant as the party climbs in level.


Here is my current submission so far.


GM, as I was looking to put together my odd priest, I noticed serpentfolk have no race option for character creation. As you'd mentioned it's too easy to game the system with the creator, would you mind assembling what you believe would be an appropriate set of features for the reclaimer and degenerate serpentfolk?

Many thanks.


Here you go.

Lesser Serpentfolk:
Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
------------------------------
Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
------------------------------
Feat and Skill Racial Traits
Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist and Use Magic Device checks.
------------------------------
Magical Racial Traits
Spell-like Abilities: Serpentfolk can cast disguise self, suggestion, and ventriloquism each once per day, using their total character level as their caster level.
------------------------------
Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
------------------------------
Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.


Dotting


@Gm
Will work on backstory etc. But does Zartana look okay build wise?

My idea is that shes been there a bit longer than the rest. Hence the pain taster. She has experienced the cruelty of her captors longer than most. To a point where they got bored with her. Since she began to endure and revile in their tortures


I have an unchained drow blood summoner here =]

Crunch:

Alyrene Taress
Drow blood summoner 6 (Pathfinder Player Companion: Champions of Corruption 24, Pathfinder RPG Bestiary 114, Pathfinder Unchained 25)
CE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 51 (6d8+18)
Fort +4, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks maker's call 1/day
Spell-Like Abilities (CL 6th; concentration +12)
1/day—dancing lights, darkness, faerie fire
Summoner (Unchained) Spell-Like Abilities (CL 6th; concentration +12)
9/day—summon monster III
Blood Summoner Spells Known (CL 6th; concentration +12)
2nd (5/day)—barkskin, lesser evolution surge[APG] (DC 18), glitterdust (DC 19), invisibility
1st (6/day)—enlarge person (DC 17), grease, mage armor, shield
0 (at will)—detect magic, guidance, light, mage hand, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 14, Wis 10, Cha 23
Base Atk +4; CMB +5; CMD 17
Feats Extra Evolution[UM], Extra Evolution[UM], Spell Focus (conjuration)
Traits privilaged slave, trustworthy
Skills Bluff +16 (+17 to fool others), Diplomacy +16, Intimidate +6 (+8 while in dim light or darker), Knowledge (arcana) +11, Knowledge (planes) +11, Stealth +2 (+4 while in dim light or darker)
Languages Aklo, Common, Elven, Undercommon
SQ blasphemous covenant, blood offering, bond senses (6 rounds/day), eidolon (unchained), life link, voice in the darkness
Other Gear belt of giant strength +2, handy haversack, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Blasphemous Covenant +2 Diplomacy vs. unbound demons, +2 hp/HD for Summoned Demons, offerings reduced 20%.
Blood Offering (Su) Blood offering grants outsider +2 to one attribute and you +4 to bargain with it.
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster III (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Voice in the Darkness +2 Intimidate and Stealth when in dim light or darker.

Ajatar
Serpentine
CE Medium outsider (demon)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 40 (5d10+10)
Fort +2, Ref +8, Will +4 (+4 morale bonus vs. enchantment spells and effects); +4 bonus vs. poison
Defensive Abilities evasion; Resist acid 10, cold 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +8 (1d3+3) or
bite +8 (1d8+4 plus grab), tail slap +3 (1d6+1)
Special Attacks constrict (1d8+3)
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 13, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +8 (+14 grapple); CMD 22 (24 vs. grapple, can't be tripped)
Feats Improved Grapple, Improved Unarmed Strike, Toughness
Skills Acrobatics +4 (+6 to balance, +0 to jump), Bluff +8, Diplomacy +8, Perception +8, Stealth +12
Languages Common
SQ demon save bonus, devotion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Demon Save Bonus +4 to save vs. poison.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Backstory:

As a drow, Alyrene had grown up surrounded by an environment full of deceit and manipulation. The constant state of anarchy in Zirnakaynin might have disorientated some, but Alyrene loved the chaos herself, and was most adept at surviving. From a young age, Alyrene adopted a philosophy of looking after herself first, and her House second, which primarily led to her eliminating the rest of her siblings before any of them had the opportunity to do the same to her. Being awfully pragmatic about such things, Alyrene quickly became a valued member of House Misraria, with her subtle way of manipulating others into doing exactly what she wanted. While her skill at manipulation could partly being attributed to her charm and guile, an even larger part was a result of Alyrene’s unique abilities with demonic outsiders. For instance, Alyrene had the ability to build an instant rapport, and fluidly mastered spells to aid her into bringing them against her enemies, making her a formidable enemy. It was also whispered that Alyrene had mastered control of a demon loyal only to her, a gift from her demonic patron as a reward for her service and loyalty, but such whispers were only rumours, undoubtedly had yet set eyes on Alyrene’s secret ally and lived to report upon it.

For her part, Alyrene attempted to work her House into greater roles within the political game. While most certainly not the current leader of her house, she was quickly rising through the ranks, but for once her pride blinded Alyrene to the slightly riskier position that she was now in. She had failed to realise that in being a rather active member of her House she had become a possible threat and as a result, one or many of them acted extremely quickly. Alyrene had temporarily left the safety of Zirnakaynin to meet with a source who claimed to have valuable information that she could use against one of the greater Houses. Unfortunately, when Alyrene had arrived in the isolated location, the source was nowhere to be found, instead, there was a squad of duergar slavers, who were delighted to find a drow female alone and largely unarmed. Alyrene largely suspected that only House Rasivrein had the connections to tip off a group duergar slavers, but largely didn’t resist when the duergar’s took her to Nar-Voth as a slave, instead deciding to bide her time and rain down vengeance upon anyone who slighted her, safe and secure that her demonic ally, her weapon, could always be unleashed should the occasion stand for it.

Appearance + Personality:

Alyrene has an almost pale gray skin tone, with long silver hair and red eyes, with her arms tattoo'd with spider web and flower motifs. Alyrene usually stays out of the thick of combat, and has a strong distate of armor, preferring to use magic to shield her from harm. This usually means that Alyrene can take a minimalist approach to clothing, usually a flowing dress/skirt/gown from the hips downwards allowing fo freedom of movement while her arms are almost always bare, nor does Alyrene feel the need to often wear gloves. Shes equally happy to wear boots or go barefoot, which probably means that in this current slave 'accommodation' her standard dress would probably remain similar.

In regards to personality, Alyrene is very self serving (to an extent), as first and foremost she safeguards her own interest, and then upholds her loyalty to whatever she feels personally invested in. If anyone slights her, then obviously shes going to respond aggressively, but shes patient enough to plan long term and take her time getting revenge. She is frequently at ease in social situations, as such occasions would be within her comfort zone, as something she used to navigate quite easily, and is quite capable at attempting to manipulate a situation to her advantage.

Perhaps some of her weaker aspects of her personality is probably arrogance, and self confidence. Case in point, while currently a slave, Alyrene very probably is still a proud individual, and probably still acts as if she has a few cards to play. She's got her good looks, shes got her skill in manipulation, and most importantly, shes got her eidolon should she feel she needs to draw upon it. So it means that she views her current situation as a setback. Of course, the duergar could attempt to drive that pride and arrogance out of her (its hardly an acceptable attitude for a slave to have after all) but in the absence of that, its where she largely is at the moment. Its also worth noting that it was largely her arrogance and self superiority that got her into this mess, as she underestimated her enemies within the other Houses. Seeing as Alyrene is the kind of drow to learn form her mistakes, I dont see her making similar mistakes like this again in the future but hey, you never know!

Goals and Drives:

Alyrene is pretty set at the moment of getting her freedom back, and ideally, crushing any duergar that was stupid enough (from her point of view) to offend her during her...lets call it a loss of status. It means that there's easily an opportunity for a specific duergar to be a solid enemy for Alyrene, he just needs to be someone that made her life difficult as a slave or alternatively, mocked her an extreme amount etc. She probably wants revenge on the drow House that sold her out and got her in this mess, but thats going to be a long term revenge campaign if there ever was one. Future long term well, Alyrene always ideally wants to serve her house, and by extension her demonic patron, so anything that established influence in either area would be something she would walk towards.

Dark Archive

The Faceless GM wrote:

Here you go.

** spoiler omitted **

... do you mind if i just revise Vex here into a serpentfolk?

... it's just... snakes is my whole idea with him and if he actually is a snake... :D

Dark Archive

So I figure that my drow would make his own poisons... would that be Craft Poison or Craft Alchemy? Would I need an Alchemist kit to do so or some other item?

Languages: As drow I have Elf and Undercommon...figured Goblins might be around. So I wouldn't know common... Maybe sense motive for trying to sense what others say in common? Or should I change Goblin to Common?

And my Character finally has a name: Balgos Daevion'lyr


Not to put words in for the GM. But IIRC potions/poisons etc all fall under alchemy.

And a alchemy lab isn't required but gives a bonus. Final say is up to GM just trying to be helpful.


Vex Snakemouth wrote:
... do you mind if i just revise Vex here into a serpentfolk?

Go for it. Anyone is free to revise their submission (or change it outright) until the closing date for recruitment.

Saiman wrote:
So I figure that my drow would make his own poisons... would that be Craft Poison or Craft Alchemy? Would I need an Alchemist kit to do so or some other item?

TheOrcnextdoor has it right. Poisons, potions, alchemical weapons, and the like are all Craft (Alchemy) checks. Pretty much all Alchemical items are.

Saiman wrote:
Languages: As drow I have Elf and Undercommon...figured Goblins might be around. So I wouldn't know common... Maybe sense motive for trying to sense what others say in common? Or should I change Goblin to Common?

Common is fairly frequently spoken in Nar-Voth and the upper reaches of the Darklands. It (much like Undercommon) is a trade tongue that a lot of people have learned for convenience. That being said, plenty also don't bother because Undercommon takes the place of common in a lot of Darklands dealings. And goblins are certainly a think in the highest levels of the Darklands. Your call what you plan to take. I think most people will end up speaking Undercommon, but you never know.


Ye old battle cleric knows orc, common, under common, and I believe I have him as knowing Nother language as well on his sheet.

Dark Archive

I have revised vex into a serpent folk... which didn't really change much


Dotting in; I'm thinking Half-Drow magus, I'm still thinking about various archetypes that I might take to change up the character. I'm looking between Eldritch Scion, Hexcrafter, and Kensai and I really can't decide. Regardless, going with two-handing an Elven Curveblade for melee. As for backstory, thinking of a guide for surface-dwellers making excursions into the Darklands, and he and his last group were captured and are being held to be sold into slavery. If anyone is interested from being from that group as well, I'd be happy to link backstories.


JDPhipps - That could jibe with my background as a drow slaver who was himself captured along with his most recent 'wares' when his caravan was ambushed by duergar... Let me know what you think.


Stumbled upon quite an interesting idea; dhampir Brawler (Strangler) with Blood Drinker who uses his fangs in combat to feed upon his enemies. Worships Norgorber (so, NE), and has spent several years feeding upon the local stock before finally being caught by the Duergar and brought into the slave pens.

Definitely giving up the Kineticist idea for this new one.

Edit: @JDPhipps: you would have most likely encountered my Strangler at some point in your travels of the Darklands, and I might have even fed on the party you were caught with, depending on timing.


Got the crunch down while still working on the background for this guy.

Basics are that Tlugos is a half drow half oni, clearly a disappointment being born a mere tiefling instead of a useful half fiend he has not had it easy from ether parent. Surprisingly he has not self destructed but rather turned inward to gain his own kind of strength becoming useful after all to both parents at times. Enough that they have chosen not to kill him after he managed to survive his childhood and their request/orders. Still does not keep him from getting captured by a bunch of gravel monkeys, but life has never been fair to Tlugos now has it. ;)


Where do you envision this campaign going? Do you have an outline for a sprawling epic as we fight against the duergar? Or do you have something more sandbox-y in mind?


I have a plot lined up that's more sandbox with an overall villain at the end. The villain (who I won't spoil outright) dwells in the depth of Orv and honestly you'll probably spend more time working with the duergar than fighting them.


As long as they pay Liana has no problems working with them.


I'm sure we can come an... arrangement of sorts. Unfortunately I doubt I'll be getting to kill them.


Pay, and a good fight. Arrak is a man, er, orc, of simple pleasures


This is getting me curious.

Are there any particular themes for the game we should think about? The party starts as slaves. Is it going to be an anti-slavery game? Will there be lots of undead around? Who are the principal bad guys enemies at the start?

One idea I have is a Duergar Druid with the Skinshaper archetype.

What about a Caligni who is small rather than medium? I have another idea for a Caligni Rogue with an anti-undead focus.

Another thought is a Changeling necromancer with a pro-undead focus (obviously). In case the anti-undead thing would get in the way of the adventure. Are there any hags common to the darklands that would work as a mother to her? Maybe a night hag?

Peet

Silver Crusade

dotting. this looks fun.


Peet wrote:
Are there any particular themes for the game we should think about? The party starts as slaves. Is it going to be an anti-slavery game? Will there be lots of undead around? Who are the principal bad guys enemies at the start?

In order:

Themes: Exploration, the unknown, darkness and shadow
Slavery: Not really an anti-slavery game. Most factions in the Darklands use slaves and changing that would require mass genocide. Both the duergar and drow (who are the most powerful factions) would sooner die than change that much.
Undead: A decent number, though not a huge amount more than average games (though that's sort of a half answer). There's a very large ghoul population in the Darklands (though it's concentrated a bit further south than you're starting), as well as scattered instances of plenty of other kinds of creatures.
Enemies: Various things. The earlier parts of the campaign are going to be a lot of exploration through Nar-Voth. Not knowing exact who the actual villain is will be part of the story.

Peet wrote:

Is a Duergar allowed? One idea I have is a Duergar Druid.

What about a Caligni who is small rather than medium? I have another idea for a Caligni Rogue with an anti-undead focus.

Another thought is a Changeling necromancer with a pro-undead focus (obviously). In case the anti-undead thing would get in the way of the adventure. Are there any hags common to the darklands that would work as a mother to her? Maybe a night hag?

Duergar are fine. There are plenty of ways a duergar could end up in the slave pits. Lawbreaking (do remember that duergar laws are absurdly complicated and tyrannical), clan wars, betrayal, etc.

Caligni are the throw back to before the owb altered the dark folk into their caste system. Since the dark creepers are a result of this alteration, caligni are medium sized, since they're expressing traits from before their genes were altered. So no, caligni are medium sized.

Hags aren't more or less common in the Darklands really. They show up mostly in the upper regions, but exactly what kind they are depends. The markets of a number of Darklands settlements would carry unusual items such as poisons, reagents, magical items, etc. that wouldn't be sold elsewhere that might attract a hag of any type.

Anti or pro undead doesn't necessarily have a huge impact on the game, but a number of sections will be very sandbox-y, so you'll have plenty of places where finding undead is possible. How the party responds is up to you guys.

Silver Crusade

I'm getting an idea for a kelid bloodrager. Destined bloodline. Imagine if Conan knew a few spells


Crunch:
Balgos Daevion'lyr
Male Drow Ninja 5/Assassin 1
NE Medium humanoid
Init +11; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+5 armor, +4 Dex)
hp 45 (6d8+12)
Fort +1, Ref +10, Will +2 (+2 save vs. enchantments)
Defensive Abilities: Uncanny Dodge -Retain Dex to AC when flat-footed.
--------------------
Offense
--------------------
Speed 30 ft.
Melee: +1 cold iron katana +5 (1d8+2) (18-20/x2)
Ranged +1 Darkwood composite shortbow +9 (1d6+2/×3)
Special Attacks:
Sneak Attack (+4d6)
Death Attack (DC 12) I can Paralyze or kill on attack if they miss saving throw. Paralyze d6+1 rounds (+1=Assassin level)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 10 Int 12 Wis 12, Cha 17
Base Atk +3; CMB +4; CMD 19
Feats: Armor Prof. (Light), Assassin Weapon Proficiences, Combat Reflexes (6x/Round), Improved Iniative, Simple Weapon Proficiency, Weapon Finesse
Traits: Reactionary, Shadow Child (don't suffer 20% miss in low light)
Skills: Acrobatics +13, Craft (Alchemy) +7, Disable Device +13, Disguise +9, Escape Artist +13, Know. (local) +9, Know. (nobles)+9, Perception +11, Sense Motive +9, Sleight of Hand +13, Stealth +13
Languages: Elven, Goblin, Undercommon
SQ: Once a day:Dancing Lights, Darkness, Faerie Fire. Shadow Clone (based on ki points)
Combat Gear: +1 Cold Iron Katana, +1 Darkwood Composite Shortbow, +1 Living Steel Leaf Armor (if Nat 1 rolled, Attacking weapon must make dc 20 Fort save or weapon becomes broken), Black Smear (5) Other Gear: MW Thief Tools, Belt pouch (2), Potion of clw (5), potion of fly, 21 gp
--------------------
Special Abilities
--------------------
Ancestral Grudge, Combat Reflexes (6AoO/round), Darkvision (120ft), Death Attack (DC 12), Drow Immunities-Sleep, Elven Immunities(+2 vs Enchantments), Ki Attack, Ki Jump, Ki Movement, Ki Pool(5x/day), Ki Stealth, Light Blindness, Living Steel, No Trace+1, Poison Use, Shadow Child, Sneak Attack (4d6), Sniper's Eye, Spell Resistance (12)

Backstory:
His own dad an assassin when he was killed on a job in the Duegar 'hood. He felt a hatred for the Duegar. His own family line of assassins weren't made much better. For the task given him to join the clan of his father ... to prove his fealty ... to kill someone ... it was his own mother. Though it sickened him, he did it. As it was the way of the clan. That gave him his hatred for Duegar as they have been at war for years. He was sent to kill the slave boss. He keeps replaying over and over in his mind how he was caught. Suddenly surrounded as he was about to do the deed. The only thing he can think of that his clan turned on him. Perhaps he had failed the test and because he killed his mother they didn't trust him. To be so cold and heartless.

Appearance+Personality:
Silver hair, red eyes and skin a purplish hue. He burns with vengeance against the druegar, against his own assassin clan. He doesn't trust easily. Often doing what he wishes.

Goals:
1. Finish the mission, kill the slaver overlord. 2. Get revenge on his assassin clan for making him kill his mother and letting him get caught. 3. Live the hedonistic life.


Early Dot - haven't read everything yet probably something arcane getting tired of melee hack and slash.

I'll see what I can come up with.


Having done some research I think I am going to do an Eldritch Archer (Magus). I haven't settled on a race yet, but the way you have homebrewed Munavri it is almost begging to be that. Never played a Munavri before...but it is a strong contender.

I have a question on the crunch side about a 3pp Magus Arcana. I am looking at Free Step from Rite Publishing. The extra manueverability complements an artillery arcanist really well.

You mentioned being open to 3pp. Can you pass judgement on that arcana before I start working too much on crunch?

Thnx.


Free Step looks fine. Reminds me of a trick the spelldancer archetype gets.


Urf attempt to get in! Most stats and equipment and stuff all done, just need to write down all the boring bits of the background and change it from the attempt to get in a RotRL campaign. Maaaay have been a little bad at math when buying things, but Urf is goblin; what you expect?! Urf does have a brief summary of what to expect when he can find time to write a lot of words, though.

Boring Words:
Urf was born into a goblin family that was enslaved by trolls. Almost immediately out of the womb, he was designated to be a hunter for his masters. For years, he worked his way up from rats and mice up to goats and cows. Sometimes, his hunts took him to the fringes of society, and he managed to learn a lot of Common just by listening in. He heard tales of people who rode on beasts to do great things, and it inspired him to do the same. Instead of killing bigger prey, he would attempt to ride them first. He quickly learned that bears were poor training animals.

His troll masters found out about this, and were annoyed. For his punishment, he was locked in a cage with a feral goblin dog they happened to find. Hungry and agitated, it decided to attack the young goblin, who did everything he could to dodge it. The thrashing eventually broke the wooden bars to his cage, and at that moment, Urf wrapped his arms around the rodent's neck right as it dashed out in a straight line. The trolls were stunned, and it took them a while to order their hounds to take chase, giving the two plenty of time to get out of sight. With some gentle stroking and surprisingly calm words, Urf managed to calm the goblin dog, and from that moment, Urf and Itchy Butt were inseparable.

During his travels, Urf found himself in a small town that didn't immediately shoo him away just for being a goblin. There, he found a member of the Cockatrice Order. Remembering the stories he eavesdropped on while learning Common, he was immediately compelled to pester the man about everything. What was at first humorous intrigue turned into downright irritation for the man, and he handed Urf some gold and a good-luck charm that he called a badge of the order, and told him he was a member, just so he would go away. From that day forth, Urf was convinced he was a member of the Cockatrice Order, and it was his job to make himself famous, not just because it was required of him, but because he wanted the world to know that goblins could be great, too.

After some time and doing rather mediocre jobs, Urf eventually found himself at a remote town that was having a problem. Villagers were disappearing, and no one knew how or why. They were desperate enough to let Urf take a shot, and he soon came across an abandoned mine outside the town. No one around the village remembered why it was abandoned, only that there were ghost stories about it. As it turned out, soon to be discovered by Urf and Itchy Butt, a tribe of Duergar laid claim to a spot way down into the mine, and were keen on taking any surface dwellers prisoner and turned them into slaves, or traded them off as slaves. The missing villagers were victim to the latest generation of these Duergar, some of whom actually ventured out of the cave at night to abduct new slaves. Urf soon became the latest victim; unaware of them until it was too late, he saw a few houses in the mine, then suddenly woke up in a pit, not sure what had happened or where he was.

Goals in Life:
After leaving his troll masters, Urf was shunned out of almost every town he tried to find passage through. He learned that most saw goblins as nothing but dangerous, filthy, or pests. He wants to put a stop to that, and be an example that not all goblins are dirty little pests that are out for anarchy and destruction; some are the most glorious of beings! He also wants to prove that he is the prime example of a member of the Cockatrice Order, his name being one of the most remembered of all Golorian for heroic deeds and awesome stuff!


Here is my Battle Cleric.

Silver Crusade

Ok, I just discovered the Black Blood bloodline. I'm going with that. Better match with the setting!


Working on feats...trying to decide between deadly shot and focused shot. I have a question on if Focused Shot would work with my Magus abilities.

End result...can I use Focused shot and Ranged Spell strike on the same attack to get weapon damage + int mod + spell effect?

Thanks for the ruling.


You should note that focused shot only works if you take a single shot in a round.


I did see that. Magus does not get multiple attacks until lv 8 anyways...and depending on my int mod focused shot might be better than a second arrow at -5 to hit.


That means neither rapid shot nor spell combat. That's a pretty big deal IMO.


Very quick question:

Do the Caligni have favored class bonuses? I ask because I'm building a poison-focused character (Toxicant Vivisectionist Alchemist) and would like to pick up the Nagaji's Alchemist FCB. If not, I'm probably going to have to go human for Racial Heritage, since as a half-drow I can't afford the feat.


You might be right drbuzz...Just considering my options right now.

Can you rapid shot during a spell combat full attack? the -4 to hit is not pretty, but 2 arrows and a spell is pretty nifty.


BC4Realz wrote:

You might be right drbuzz...Just considering my options right now.

Can you rapid shot during a spell combat full attack? the -4 to hit is not pretty, but 2 arrows and a spell is pretty nifty.

Nope.

Rapid Shot and Spell Combat are two different full-round actions.


Faceless GM, how do you feel about crafting in this campaign? Would you anticipate any downtime between missions? How about having some scribed scrolls in the beginning gear?


bigrig107 wrote:
BC4Realz wrote:

You might be right drbuzz...Just considering my options right now.

Can you rapid shot during a spell combat full attack? the -4 to hit is not pretty, but 2 arrows and a spell is pretty nifty.

Nope.

Rapid Shot and Spell Combat are two different full-round actions.

They aren't different full-round actions...they are both modifications of the same full-round action...full attack.

Rapid Shot lets you add an additional arrow to a full attack...Spell Combat let's you add a spell to full attack. Since with Ranged spell combat I can cast and shoot at the same time (with a full attack) it does not seem that far out of the realm of possibility.


"As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."

"When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot."

I agree with BC4Realz, it seems he would just get the extra attack, for a total of -4 to hit. UNLESS you read full-round action as different from making a full-attack action. In which case you wouldn't. I'm gonna suggest to let the GM make a decision here.

1 to 50 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment: In the Deepest Darkness All Messageboards

Want to post a reply? Sign in.