Lucendar's Expedition to the Demonweb Pits - Hope you enjoy the trip!

Game Master Lucendar

Initiative:
Enemies: [dice]1d20[/dice]
Arial: [dice]1d20+8[/dice]
Jay: [dice]1d20+2[/dice]
Perblentious: [dice]1d20+6[/dice]
Senna: [dice]1d20+6[/dice]
Tark: [dice]1d20+2[/dice]


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I'm itching for some mid-high level action, but at the rate of my current PbPs, it's going to be awhile so I decided to run a Pathfinder-ized version of this 3.5 module, with my special touch and edits, as I see fit.

Basic premise: Your band of adventurers is summoned by an elven emissary in Kyonin, whom you each owe a personal favor to, who has informed you that there have been a slew of increased drow activity in their lands. With Treerazer's cult and his threat occupying Kyonin's defenses, outside help is needed and he asks you to repay the favor and assist the elven people.

Character creation:
9th level
20 point buy - no stat lower than 8 or higher than 18 at creation
All core and featured races allowed except drow
No gunslingers or summoners
Wealth: 46000 gp - can't spend more than 1/2 on one item (no 1/2 price crafting allowed for starting equipment)
Looking for 5 person party - hopefully at least one elf
2 Traits - 1 drawback (optional) allowed

Application:
Appearance + personality + brief history + what is the favor you owe and the circumstances under which you came to owe it

Deadline is 1 week.

Any other questions, let me know.


Oh man... I'm gonna throw a strong DOT on this one.

After reading waaaay too many Salvatore books, I am strongly inclined to play a dwarf with a serious martial bent - most likely a fighter - I'll add my application in more detail as soon as possible ;)

Nothing beats a showdown between a dwarf and a matron mother.


Yes dibs on the wizard slot. just kidding. I will probably have the crunch done tonight.

@Lucendar: what are you doing for hitpoints?


@Lucendar, is there a player's guide to this module to help us write some backstories?


I'd really like to get in on this, you seem like you've got a good plan. On mobile now, can so the crunch tonight and be ready to post anytime. How bout it?


Dotting. Probably gonna whip up a Paladin.


Dotting probably going Elven Zen Archer.


Oh heck yes. 9th level? Yes please! Now to see what the brain can conjure up.

I may use a character I made for an AP and just make some alterations in Hero Lab to see how it would work at 9th. Hmm, Elven Ancient Lorekeeper Oracle with the lore mystery. Mmm, I likes the soundz of this!

And if the oracle concept isn't what I am able to make work, I will make a blaster/utility sorcerer. I want arcane more than divine! :)

Lucendar, how are we doing HP?

What are the alignment restrictions?

Do I need to take the fiendish heritage feat in order to have access to the other heritages?

Rolling on the alternate table.

1d100 ⇒ 64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.

1d100 ⇒ 97 Once per day, as a standard action, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.

1d100 ⇒ 37 Once per day, you can use death knell as a spell-like ability.

I'll pick one of these later after the GM has rules on my taking the heritage and alternate abilities.


Really interested in this. I'll make something up right meow.


On the 8-18 stat range, is that before or after racial mods?


I think I'm going to go Ifrit (if that's okay) Rogue Sniper. I'll have backstory soon.


Who wants to make an intertwined background? I am quite fond of doing this as the stories flow in a way that they otherwise would not.

We can be siblings or close friends if anyone wants.


Hmm, how about an aasimar evangelist cleric of Cayden Calean? That would be interesting, and the party looks like it needs support staff.


Interested, Grand Moff Vixen, down to write connected back stories. Thinking of doing a tiefling rogue.


Thank you all for the interest. I doubted myself for a while picking a 3.5 module so glad to see your applications. In response to your questions:

Hit points: Choose 1/2 HD + Con or take my rolls (can't change your mind if I roll lower!)
DG: There is no player's guide. Some affiliation with elves would make it easier. You will be visiting another plane early into the game.
Raven: The 8 low Stat is after modifiers (Not a fan of the dump stat); the 18 is before racial modifiers.
GMV: let me get back to you on racial heritages.


CLOAKn wrote:
I'd really like to get in on this, you seem like you've got a good plan. On mobile now, can so the crunch tonight and be ready to post anytime. How bout it?

I'm looking to roll an Elven Cleric to mesh with the background if I get picked up for this game. Please keep us posted. :)


Cloak: Plenty of time for your submission.


Very interested!

Back in the '80s, I DMed G1-3 (Against the Giants), D1-3 (Drow series) and Q1 (Queen of the Demonweb Pits) in AD&D 1e. I haven't had my head there in almost 30 years. My copies of the modules were all lost in the Basement Flood of 1995, so its been 20 years since I looked at them. I never read the 3.5 conversion.

For this, I just might have to re-create my favorite AD&D character from that era. He was an elf fighter/magic-user, who mostly used a bow. I'm thinking arcane archer would be the best PFRPG equivalent.

I'll submit a character within the next few days.


ooooh, dot! I've got an old Second Darkness PC that I'd love to revive. An exiled deserter and caustic drunk wandering the human lands waiting for a ticket home. He'd be a Elven Bard/Arcane Archer, equal parts party buffer and ranged artillery. I'll try to have him statted before the weeks out.


Here is the alias, although it was recently redecorated for a short-lived 3.5 game I can probably have him built before the weeks out (I'm currently tied up with uni/student theatre commitments so I'm not sure how much time I will have). Given the large number of elf characters jumping forward I might write up a human or gnome for varieties sake, but I'll apply with Iscarel for now. At the very least you should be able to get an idea of my writing/roleplay style.

First a Tomb of Horrors game and now this! As someone pretty new to the hobby the chance to play these old modules is really thrilling. I'll be sure to throw something your way.


Here's KakarottoZ's alias. I haven't put up the fluff yet.


Interested. I'll post a character tomorrow.


i'd like to propose an elven magus/dragon disciple, using the envoy alternate racial trait to satisfy the spontaneous casting requirement of dragon disciple.

there are probably other races that can make it work too, but elf seemed appropriate - open to discussion here.

the favor owed in broad strokes would be survival - though loyal and good natured, as his draconic heritage begins to manifest he becomes something of an outcast - and only the intervention of the noble in question has kept him from being run off or otherwise disposed of by an intolerant society. the nobles motives might be benevolent or otherwise at the GMs discretion (obviously).

i've got a few variants on this theme floating round in my head - maybe half elf for extra outcast points, and/or hexcrafter...

if you arent opposed to the theme, and more imporantly the method of accessing dragon disciple, i will flesh it out further.

optionally i could skip dragon disciple and emphasize the darker aspects of hexcrafter to explain his outcast status.


Dotting!
LE/LN cleric of Urgathoa
Necromancer

The favour. Got him out of death row.


How do you feel about Leadership?


I've been interested in trying to put together an oread Student of Stone monk for a minute. Dotting to see if I can get it together to my satisfaction this weekend...


An orphan was left at the temple of Desna in Oparra. One of the acolytes found him, and noticed a prominent birthmark shaped like a mug of ale right on the palm. Deciding that was auspicious, he delivered the child to the bar/temple of Cayden Calean (and he really didn't want the job of changing diapers and the like).

The priests of Cayden Calean agreed that the birthmark made him their business, and they took him in and raised him. Perblentious grew up to be a charming, if not overly bright boy. He had a knack for doing the right thing, if not for picking up book learning. He was devoted to his good works (which often involved mixology) and became a truly devout follower of his god, preaching both the word of Caylean as well as the beneficial aspects of alcohol consumption.

In fact, as time went on, he became one of the masters of the pulpit, spreading the holy message even better than priests greatly his senior. Not to mention he was a terribly popular bartender, always saying just the right thing to the unhappy drunks to alleviate their troubles.

Eventually the hierarchy of the church (such as it is in a chaotic church of drunks like this) decided that his gifts should not be kept to one place, and Perblentious was convinced to go out and spread the good word. He took up this avocation with great enthusiasm. This led him on a series of adventures all over Golarian, much of the time being spent as an associate of the Pathfinder society.

Upon one mission he actually pilfered a secret elven spice wine recipe (all drink mixes should be free!), only to be caught. He was a preacher, not a burglar after all. The elves forgave this trespass upon their secrets, but only on the condition that he would owe them a favor. He gladly submitted since he memorized the recipe anyway.

So now it seems an indiscretion of his youth has come back to haunt him, but then it's for a good cause, so he doesn't find it terribly onerous.

build:

Perblentious
Male Aasimar Cleric (Evangelist) of Cayden Cailean 9 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 66 (9d8+18)
Fort +11, Ref +7, Will +14; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 mithral rapier +7/+2 (1d6+1/18-20)
Special Attacks fascinate, inspire courage +2, inspire greatness, channel positive energy 6/day (DC 17, 5d6), sermonic performance, countersong
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 18 5-ft inc/day—dimensional hop
Aasimar Spell-Like Abilities (CL 9th; concentration +12)
. . 1/day—daylight
Cleric (Evangelist) Spells Prepared (CL 9th; concentration +14):
. . 5th—breath of life (DC 20), breath of life (DC 20), teleport{super}D{/super}
. . 4th—cure critical wounds, dimension door{super}D{/super}, dimensional anchor, freedom of movement
. . 3rd—fly{super}D{/super}, invisibility purge, prayer, remove blindness/deafness, remove curse
. . 2nd—bull's strength (2), cure moderate wounds (2), ghostbane dirge{super}APG{/super} (DC 17), locate object{super}D{/super}
. . 1st—bless, cure light wounds (2), endure elements, liberating command{super}UC{/super}, longstrider{super}D{/super}, protection from evil
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, purify food and drink (DC 15)
. . D Domain spell; Domain Travel
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 16
Base Atk +6; CMB +6; CMD 17
Feats Combat Casting, Improved Initiative, Inner Light, Selective Channeling, Warrior Priest[UM]
Traits birthmark, seeker
Skills Diplomacy +16, Heal +9, Knowledge (religion) +4, Perception +25, Perform (oratory) +14; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ agile feet (8/day), aura, public speaker, spontaneous casting
Combat Gear scroll of aboleth's lung, aboleth's lung, augury, barkskin, scroll of daylight, invisibility purge, resist energy, communal, resist energy, communal, wand of cure light wounds, wand of lesser restoration (50 charges); Other Gear +2 mithral chain shirt, +1 mithral rapier, belt of incredible dexterity +2, cloak of resistance +3, eyes of the eagle, handy haversack, phylactery of positive channeling, dungeoneering kit, deluxe, 1,900 gp
--------------------
Special Abilities
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Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (3 targets, DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Birthmark +2 save vs. charm & compulsion
Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Inner Light If a foe counters/dispels your daylight, all allies in 20 ft gain darkvision 60.
Public Speaker (-12 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Scroll of aboleth's lung, aboleth's lung, augury, barkskin Add this item to create a scroll with spells on it.
Scroll of daylight, invisibility purge, resist energy, communal, resist energy, communal Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sermonic Performance (move action, 23 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Warrior Priest +2 on concentration checks when casting defensively or grappling.


Grand Moff Vixen wrote:

Who wants to make an intertwined background? I am quite fond of doing this as the stories flow in a way that they otherwise would not.

We can be siblings or close friends if anyone wants.

Im up for it :)

But will revise initial concept if Gm does not think it will work... but for now i wait :P


Yeah, intertwined background is cool, though I am waiting to make the build because of the heritage question I posed earlier.

I am beginning a background, but it has taken a back seat as I have another game I was making one for first. But as ideas come in I will gladly consider most anything, as long as it's reasonable.


Here is the character I'm thinking about submitting. He's level 14 right now but can easily be torn down to level 9 if needed. He's also 23 point buy but I can adjust stats easily as well. I know I said that I was considering making an elf but I think I'd prefer to keep him human. I'll reread the background I wrote for him and see if any changes need to be made.


Crunch:

Arial
Elf Ranger (Deep Walker) 9 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf)
Init +7; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+6 armor, +5 Dex, +1 natural, +1 deflection)
hp 68 (9d10+10)
Fort +9, Ref +13, Will +10; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen elven curve blade +12/+7 (1d10+11/15-20)
Ranged masterwork composite longbow +15/+10 (1d8+1/×3)
Special Attacks favored enemies (elves +2, evil outsiders +4)
Ranger (Deep Walker) Spells Prepared (CL 6th; concentration +8):
. . 2nd—cat's grace, versatile weapon{super}APG{/super} (DC 14)
. . 1st—gravity bow{super}APG{/super}, lead blades{super}APG{/super}, magic fang
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 12, Int 12, Wis 14, Cha 10
Base Atk +9; CMB +7; CMD 26
Feats Boon Companion, Breadth of Experience[APG], Endurance, Furious Focus[APG], Iron Will, Power Attack, Quick Draw, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+19 to traverse underground terrain), Climb +5 (+10 to traverse underground terrain), Diplomacy +1, Fly +9, Handle Animal +12, Knowledge (arcana) +4, Knowledge (dungeoneering) +8 (+13 when underground), Knowledge (engineering) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (planes) +4, Knowledge (religion) +4, Perception +16 (+21 when underground), Ride +17, Stealth +17 (+22 when underground), Survival +14 (+19 when underground), Swim +5; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Sylvan
SQ combat styles (two-handed weapon), deep knowledge, hunter's bonds (hunter's bond [animal companion]), weapon familiarity, rock hopper, swift tracker, track +4, wild empathy +9
Combat Gear arrows (50), cold iron arrows (45), cold iron arrows (5), silver arrows (45), silver arrows (5), alchemist's fire (5), alkali flask (5); Other Gear +2 mithral chain shirt, +1 keen elven curve blade, arrows (40), arrows (10), masterwork composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, ring of the sublime, winged boots, backpack, bedroll, flint and steel, grappling arrow, hammer, hammock, iron spike, piton (5), silk rope (50 ft.), 15,761 gp, 8 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Knowledge +5 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs Favored Enemy (Evil Outsiders).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ring of the sublime When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear.
Rock Hopper (Ex) At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

A ranger, mostly for melee.


FMV: Yes, you need to take feat.

Alignment: non-evil only


So decided to bo human barbarian. Still interested in writing complementing backstories with one if not all of the other players.

Crunch:
Unnamed Hero
Male Human Barbarian (Invulnerable Rager) 9 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 116 (9d12+48)
Fort +11, Ref +6, Will +3; +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 4/—, 8/lethal; Resist cold 2, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 furious adamantine greatsword +13/+8 (2d6+18/17-20)
Special Attacks rage (24 rounds/day), rage powers (beast totem, beast totem, lesser, reckless abandon, superstition +6)
--------------------
Statistics
--------------------
Str 21, Dex 15, Con 18, Int 8, Wis 9, Cha 13
Base Atk +9; CMB +11 (+13 sunder); CMD 26 (28 vs. sunder)
Feats Combat Reflexes, Improved Critical (greatsword), Improved Sunder, Power Attack, Raging Vitality[APG], Toughness
Skills Acrobatics +11, Climb +10, Intimidate +13, Perception +11, Ride +3, Survival +3, Swim +7
Languages Common
SQ fast movement
Other Gear +2 living steel lamellar (horn) armor, +2 furious adamantine greatsword, belt of physical perfection +2, cloak of resistance +1, handy haversack, barbarian's kit, 691 gp
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +6 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.


LN it is then

Rest if idea okay? If so will start crunch in morning


Here is my application: Tania Teg, Cleric (evangelist) of Gorum.

She is no great healer, but she's a great buffer (MvA for Inspire Courage, and SwA for Aura of Heroism, with a StA left for something else).


This is Gerald's Oread Student of Stone monk submission. Please let me know if my math is wrong, or if something needs to be tweaked. As always, I'm open to any changes requested. Thanks for the consideration, DM.


1 person marked this as a favorite.
Jaydavu wrote:
This is Gerald's Oread Student of Stone monk submission. Please let me know if my math is wrong, or if something needs to be tweaked. As always, I'm open to any changes requested. Thanks for the consideration, DM.

That avatar reminds me of Swamp Thing.


Tania Teg wrote:

Here is my application: Tania Teg, Cleric (evangelist) of Gorum.

Umm, you did know Janderhoff is a Dwarven Sky Citadel right? !00% dwarves? You happen to be human.


Ouch! I thought it was dwarven majority...

I'll revise that. Thanks!


No problem.


There crunch is updated I'll work on fluff later


Ok, so I've gotten a basic writedown about Tark, which I hope will give an idea of how I see the character.

Tark Boulderbreaker:

Tark has been around for some time - the grizzled, battle-worn dwarf has seen more than his share of combat, and even though he knows enough to hold his own, and has been fighting since as early as his twenty years of age, his life has never been only about the fray. Having travelled a good portion of Golarion, he has been through a lot of stuff, and it has imprinted on him a pragmatism, which is not uncharacteristic of the dwarven race, but that extends to much more than life underground, mining, ore, and the hardships of life.

Make no mistake, as a proud member of the Boulderbreaker family, he can be as tough to sway as a thousand year old mountain - yet he listens to others, and rumor has it at times he has moved away from his own conviction and agreed to another's point of view - if asked about it, he will probably deny it - "Livin' for over a hunnerd years will do that to ya boy" - he might answer - "But not to us dwarves - if there is one thing we do well, is standing our ground, whether in a fight, or in an argument - Boulderbreakers ain't fer backing down"

With his age and travels, the accumulated wealth of knowledge and battle prowess has began to show - "If you ask me..." has become a staple quote for him, as there are very few subjects he has never heard about - even if not a scholar by any measure, Tark is well versed in the ways of things of the world (and not only those), usually able to chime in with a valid suggestion, or remark regarding something he has come across before, that adds to the situation at hand, whatever it may be.

However the first impression to come across from the broad shouldered dwarf to those who meet him is that of an implement of warfare - wearing heavy armour, with weapons jutting out from his stout frame at multiple angles, he seems to be ready to take on an army at any moment, but Tark does not hesitate to break a resounding laughter when the situation presents itself (or a scolding stare).

He had been through tough spots before, but he still shared the tale of when his company was saved by a group of elves - "I tells ya, that southern border is no peach" - he will comment - "Heck, them elves did manage to push some monstrosity down there, and now the place is foul as can be - swamp's infested with creeping vermin as large as a freakin' horse, and other stuff too. Stuff not meant to walk around in the sunlight I tells ya - fey, but different, darker" - at about this point he usually drinks up from whatever beverage he is holding - "Me and the lads were up for some routine lumberjack operation. Nothing fancy mind ya, some wild critters that scattered when we stomped by, and that's that - and no first timers either, sturdy and trained dwarves all. Things were messed up from day one though - one Rash Teethbasher went on about the full moon, and the time o'year but c'mon, we all laughed at the fella - the crap that hit us happened because we were in the wrong place at the wrong time" - another drink might probably happen around this time.

"Whatever - there was definitely somethin out there, it had magic about it, and strong one too cause we lot aren't ones to just keel over some apprentice spellcastin - it started gnawing on the boy's resolve, sappin' our strength its me guess. Can't tell ya exactly what it was, but without we almost noticin', after a week our camp looked like a thing of nightmare, dwarves shufflin about as if they were unlivin, hardly pickin a cart or swingin an axe - unnatural stuff if I ever seen one - a dwarf not workin'?" - his fist smacks down on the tavern table - "Sure enough, somethin crawled out of the swamp one night - not sure, but me thinks it was a week after we got there, to the hour. Freakin critter was ugly and black as the night beyond, all crazy eyed, gaunt, with long clumps of graying hair, and tattered clothes - a freakin witch! Or somethin more! It had to be! It had two... I dunno... Dogs? The ugliest and nastiest I have ever seen, on a leash - they barked and howled like mad - not natural, I'll tell ya again" - he growls.

"And behind her a host of sliverin, crawlin... Things - A mix of vermin and somethin else fer sure, as I heard chitterin, or whisperin or whatever it was - got me thinkin' they were not all mindless ones. Had we been in combat shape it would have mattered not, nothin makes a point better than an axe to the forehead - or actually a gash" - he laughs with a roar - "But me and the lads were all bent outta shape - I could hardly lift the polearm, and everyone seemed as bad off as me, or worse. I saw Grem go under a mass of slimy tentacles before he could even let off a scream... I chopped left and right - remember I cut one snakelike thing in half, and another one that came flyin at me all teeth and screechin - didn't screech much more when I took its lower quarters clean off, the basterd!" - the dwarf seems to pause for a moment, as if remembering something.

"Then them dogs or whatever were upon me - damn, I remember liftin ma weapon seemed like it weighed a ton! Still before the first one came in at me I hit it - BAM! Straight at the top of its head - thing wavered long enough for me to hit it two more times - one on the side and another on its legs so it buckled. But I couldn't stop the other one, and it simply barreled me over - imagine that! As if I was nothin more than a runt in trainin! The freakin DOG sent me to the ground!" - now Tark seems really upset.

"I could hear its teeth gratin against the side o'me plate - sucker wanted to disembowel me it seemed, and sooner or later he would be findin' a gap to stick those teeth into it. Things got even worse when the wounds on the second one just healed outta thin air... I mean, not outta thin air - freakin hag that brought'em had healin' powers fer sure. Don't matter - now they were both pinnin me down. Things were big, but I shoulda be able to wrestle free, armor and all. Was just too weak I guess" - he downs the remainder of his ale in one single swallow - "Then there she was, standin over me - mouth opening and drooling wide as the maw of a cave - I'll be damned if I knew what she was up to... Eat me with armor and all?" - he questions to himself with honesty - "With the fangs she beared, I guess she could try - good luck eating this hard meat" - the dwarf chuckles.

"When she first shuddered, I didn't even understand why. But then it happened again, and again - now I sees it, three arrows stuck into the witch or whatever, making her step back and away from me - she barked somethin' I didn't understand, and one of the dog things got away, and towards where the arrows had came from. As the other one still chewed on me arm I held it at bay, and looked to the side at about the same time his mistress barked somethin else, and a sizzlin ball of fire went towards the place from where the arrows were shot - it exploded like the Sun I tells ya, and against the fire I saw her shape, her outline - Elliner, the first elf I ever met, and the one who saved my life"

Also, below is the basic crunch - still not fully completed, but mostly :D

Crunch:

Tark Boulderbreaker
Male Dwarf Barbarian (Invulnerable Rager, Urban Barbarian) 6/Fighter (Unbreakable) 3 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Combat 0, 0)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 24 (+12 armor, +2 Dex, +1 natural, +1 deflection)
hp 94 (6d12+3d10+29)
Fort +13, Ref +7, Will +5 (+1 vs. mind-affecting effects); +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), unflinching +1; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 adamantine bardiche +16/+11 (1d10+9/19-20) and
. . masterwork silver dwarven waraxe +15/+10 (1d10+4/×3) and
. . masterwork silver earth breaker +15/+10 (2d6+7/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (beast totem, beast totem, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 14, Wis 10, Cha 8
Base Atk +9; CMB +14; CMD 27 (31 vs. bull rush, 31 vs. trip)
Feats Breadth of Experience[APG], Combat Expertise, Combat Reflexes, Diehard, Endurance, Power Attack, Stalwart[UC], Steel Soul[APG]
Skills Acrobatics +2, Climb +8, Craft (weapons) +8 (+10 on checks related to metal or stone), Diplomacy +8, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +4, Perception +12 (+14 to notice unusual stonework), Profession (miner) +8 (+10 on checks related to metal or stone), Survival +12, Swim +8; Racial Modifiers craftsman
Languages Common, Dwarven, Giant, Goblin
SQ armor training 1, controlled rage, crowd control
Other Gear +3 full plate, +2 adamantine bardiche, masterwork silver dwarven waraxe, masterwork silver earth breaker, amulet of natural armor +1, belt of physical perfection +2, cloak of resistance +2, ring of protection +1, backpack, masterwork, 150 gp
--------------------
Special Abilities
--------------------
Beast Totem +2 AC (Su) +2 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Crowd Control +3 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Stalwart Forgo dodge AC bonus for equivalent DR
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects


Ok, I think I'm done.


Dot


Completed application, character sheet slightly tweaked (skills and gear, mostly).

Crunch:

Arial
Elf Ranger (Deep Walker) 9 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf)
Init +8; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 68 (9d10+10)
Fort +8, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen cold iron elven curve blade +16/+11 (1d10+2/15-20)
Ranged masterwork composite longbow +16/+11 (1d8+1/×3)
Special Attacks favored enemies (elves +2, evil outsiders +4)
Ranger (Deep Walker) Spells Prepared (CL 6th; concentration +8):
. . 2nd—cat's grace, versatile weapon{super}APG{/super} (DC 14)
. . 1st—gravity bow{super}APG{/super}, lead blades{super}APG{/super}, magic fang
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 12, Int 12, Wis 14, Cha 7
Base Atk +9; CMB +10; CMD 27
Feats Boon Companion, Breadth of Experience[APG], Combat Reflexes, Endurance, Furious Focus[APG], Iron Will, Power Attack, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +15 (+20 to traverse underground terrain), Climb +6 (+11 to traverse underground terrain), Diplomacy -1, Fly +10, Handle Animal +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +9 (+14 when underground), Knowledge (engineering) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +4, Perception +16 (+21 when underground), Ride +10, Stealth +18 (+23 when underground), Survival +14 (+19 when underground), Swim +6; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Sylvan
SQ combat styles (two-handed weapon), deep knowledge, hunter's bonds (hunter's bond [animal companion]), weapon familiarity, rock hopper, swift tracker, track +4, wild empathy +7
Combat Gear arrows (50), cold iron arrows (45), cold iron arrows (5), silver arrows (45), silver arrows (5), alchemist's fire (5), alkali flask (5); Other Gear +2 mithral chain shirt, +1 keen cold iron elven curve blade, arrows (40), arrows (10), masterwork composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, ring of the sublime, winged boots, backpack, bedroll, flint and steel, grappling arrow, hammer, hammock, iron spike, piton (5), silk rope (50 ft.),wand of Cure Light Wounds 689 gp, 8 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Knowledge +5 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs Favored Enemy (Evil Outsiders).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of the sublime When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear.
Rock Hopper (Ex) At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

Appearance:
Arial is tall and lithe, though years spent underground have given her a slightly hunched posture and she tends to squint in any light brighter than torchlight. She wears her auburn hair in a braid that falls down her back and wears loose black clothes over her mithril armor. She often blacks her face and hands with coal, to darken them, so she is better able to blend into the darkness.

background:
She was trained by the priests of Desna as a guardian in Kyonin. Her speed and skill with a blade quickly drew the attention of an elite group of warriors that patrolled the caverns below, constantly on watch for incursions from the dark elves. For the past thirty years, she has lived her life in the caverns, stalking the enemies of the elves that lurk below. Though her initial training was in catching thieves and drow, she had a nearly fatal encounter with a babau and decided that the drow were a lesser evil. She dedicated herself to fighting demons then, and has learned many techniques that aid her against them.

personality:
Arial is a grim soul. A worshipper of Desna who has spent most of her life in the underground, away from the stars. She feels a sense of duty more strongly than most elves, and her growing knowledge of the terrible things that lurk below and around Kyonin has only made her feelings stronger. Kyonin must be protected, and who else will do it? She takes pleasure in the beauty of nature, but has seen enough of evil among her own kind that she is slow to trust.

favor:
When Arial faced the babau, twenty years ago in the Tanglebriar, she was very nearly killed. The others in her patrol had fallen already and she took a debilitating blow, that felled her and should have left her at the mercy of the demon, but another elf that was in the area for his own reasons had heard the battle and arrived at that moment. The demon was driven away, and Arial's life was saved. The elf that saved her has become the emissary now, and has called on Arial to aid him against the drow.

Animal Companion:
Animal Companion
Leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 21 (+4 armor, +6 Dex, +7 natural)
hp 67 (+24)
Fort +9, Ref +12, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint
Melee bite +12 (1d6+4) and
. . 2 claws +12 (1d4+4)
--------------------
Statistics
--------------------
Str 19, Dex 22, Con 16, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +10; CMD 26 (30 vs. trip)
Feats Armor Proficiency (Light), Improved Natural Attack (claw), Iron Will, Multiattack, Weapon Finesse
Skills Acrobatics +11, Perception +6, Stealth +11 (+15 in Undergrowth), Survival +3; Racial Modifiers +4 Stealth in Undergrowth
SQ devotion, multiattack / extra attack
Other Gear mithral chain shirt
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.


Dotty dot dot


Priam: You are way past 46k wealth level (armor = 25+k, weapon = 20k, headband = 16k, belt = 10k, etc.)
Arial: Lowest stat has to be 8 or higher (Cha = 7)


I don't know what happened with my math there... I'll start fixing that now.


KakkarottoZ wrote:
I don't know what happened with my math there... I'll start fixing that now.

Thanks, also don't see your hps. LOL..

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