Second Darkness: Quest of the Shin'Rakorath

Game Master Kybryn


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The Exchange

Alright guys, welcome to the discussion thread. We will use this for today and tomorrow to do a final review of the crunch.

-Please post your stat block/sheet here, so that we can do a fine evaluation of what you do. Everyone, please feel free to help me by reviewing anybody else's sheet for errors.

I've selected each one of you because I think that you can bring a dynamic RP element, as well a powerful combat element.

As for the gameplay thread, I'm going to post an initial situation for you all to start responding to before we get into any significant encounters.

The assumption here is that you've all been accepted as recruits to the Shin'Rakorath, and received basic training. Thus far, most of your training has been very superficial, teaching about the earthfall, the history of the Elves on Golarion, and how rogue elves cannot be suffered to defile the name of such an ancient and noble race. Some additional things you know are:

Your purpose is to fight for the greater good of the Elves.
You are loyal to the queen.
You bring light to the darkness.

*You all receive an additional trait:
Shin'Rakorath Recruit: As a new member of this secret organization, you have gained an inside perspective into their purpose. When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I am honored with your selection, DM Drider, and will try to live up to that choice. Congratulations to the rest of you. I am sure it was not an easy choice. Many of the builds were solid with great backgrounds.

Den's stats are under his alias, but per your request I will post them here as well.

Back Story:

Known as Den to his few friends, Dendarial has hunted his entire life. Trained in the Great Wood by his father and grandfather to hunt game for his tribe, it was a small step for him to begin hunting more intelligent creatures, and only a matter of conviction to begin hunting his own kind. Den claims that Desna called him to vengeance against elves that would harm their own kind. Yes, Desna, the goddess of freedom and luck has an aspect of vengeance, and Den has responded to the lady’s call.

Den is extremely loyal. He hunts for the tribe, taking his orders from his elders, and gets no pleasure when he must kill. But neither does he hesitate when it is needed. As his skills have grown he has been going into the settlements of men more and more often to bring a renegade home. And only recently he has began to focus on hunting in urban surroundings, taking his prey where they believe themselves safe. Recently he has been called to Riddleport. It must have been his activities there that attracted the Shin’Rakorath to Den.

Personality:

Stoic and loyal, Den sees himself as a hand of Desna. His targets have chosen their fate. He is merely the instrument of its delivery. He has compassion but not for those who he is told to hunt. When not hunting Den is quiet and watchful. He only loosens up in small groups of friends where he has been know to laugh and joke and even dance.

Motivations:

Always a dutiful son of the elves, Den has done what was expected of him. He hunts when there is need. He protects when there is threat. And he brings back elves that his elders say wronged their kind. He has gained experience as he has seen his small part of the world. But not all that experience was of the martial kind. He is more worldly now. This Riddleport has him off balance. How can so many humanoids live like this; without a tribe. And yet some thrive. This merited understanding.

There is loyalty to the elves. This is beyond question. And there is Desna, the Lady. He would always serve, but maybe there was more to the world than he had assumed; than he had been shown. And now there was the Shin’Rakorath. Were they too to be obeyed without question? They seemed to expect it. But he had a taste of something new. Maybe freedom? His chaotic nature rebels; pushing him to be more than a tool of the elders. He had a mind and he was sure Desna wanted him to use it. Time to think on his own. Time to grow up. Time to define himself.

Description:

Dressing in greens and greys, Dendarial is tall and lean, even for an elf. The gleam of his chain shirt is masked by his drab tunic and forest cloak. He wears soft leather boots that allow him to move quietly when he chooses. His raven black hair is long and pulled back in a single knot. His eyes shine a green of new spring grass and belies the serious expression he mostly wears.

DENDARIAL THE KIN HUNTER CR 2
Male Wood Elf Ranger 3
CG Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +9

--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (3d10)
Fort +3, Ref +7, Will +3
Immune sleep; Resist Elven Immunities

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cold Iron Kukri +6 (1d4+3/18-20/x2) and
Masterwork Curve Blade, Elven +7 (1d10+4/18-20/x2) and
Unarmed Strike +6 (1d3+3/20/x2)
Ranged Masterwork Longbow, Composite (Str +3) +8 (1d8+2/20/x3)
Ranger Spells Known (CL 0, 5 melee touch, 7 ranged touch):

--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 10, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats: Elven Weapon Proficiencies, Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Traits: Free Spirit, Seeker of Brightness: Knowledge (Nature), Warrior of Old, Shin'Rakorath Recruit (When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.)

--------------------
SKILLS
--------------------
Acrobatics +1, Climb +3, Escape Artist +1, Fly +1, Handle Animal +3, Heal +6, Intimidate +3,
Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +6, Linguistics +2,
Perception +9, Ride +6, Spellcraft +5, Stealth +7, Survival +8, Swim +3

Languages Common, Elven, Sylvan, Undercommon

SQ Elven Magic
Enemies: Humanoids (Elf) (+2 bonus) (Ex)
Terrains: Urban (+2 bonus) (Ex),
Track +1,
Wild Empathy +2 (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Elf) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Elf).
Free Spirit You embody the independent spirit of the River Kingdoms and do best when sailing under
your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion
effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------
COMBAT GEAR
--------------------
Cold Iron Kukri - 16 gold
Masterwork Buckler - 155 Gold
Masterwork Curve Blade, Elven - 380 Gold
Masterwork Longbow, Composite (Str +3) - 700 Gold
Arrows - 40 - 2 Gold
Arrows, Blunt - 20 - 2 Gold
Arrows, Smoke - 2 - 20 Gold
Arrows, Silver - 50 - 5 Gold
Arrows, Cold Iro, - 50 - 5 Gold
Morning Star - 8 Gold
Mithral Shirt - 1100 Gold

--------------------
OTHER GEAR
--------------------
Wand of Cure Light Wounds - 750 Gold
Wrist sheath, spring loadedX2 - 10 Gold
Dungeoneering Kit, Delux - 130 gold

Contents:
2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 2 sacks, 3 sunrods, 4 tindertwigs, Everburning Torch

Pathfinder Kit - 12 gold

Contents:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone

Coin on Hand - 61 gold


Female Elf Inquisitor (Infiltrator) 4

Happy to have been selected, and congratulations to everyone else! I'm not where I have my stats saved at the moment, so I'll post that all tomorrow. I'll also update this alias with the appropriate information then, too.


Male Elf Alchemist(Vivisectionist) 3

Popping in here to aknowledge the on deck status, congrats to those who made it, gl;hf.

Will be keeping tabs on progress should I be called up.


Working on the profile here tonight. I just need to transfer/format from notepad.


Female Elf Cleric 2 / Wizard 1

Gasp! Shock and Awe! I never get picked! Did you want me to repost my sheet here? It is all saved under my page already.


(Male Half-Elf Rogue 4 AC 18 / HP 34/34 / F +5 R +9 W +4 / Init. +10 / Perc. +10)

Thank you for the selection into the group, I am honored that I was selected. Congradulations to everyone else that was selected for the group or standby as well! And Rahjin, I just wanted you to know that I really liked your character as a whole, I thought he was very well written. DM Drider, at your request here is Vhalas updated for the campaign.

Vhalas Rhun CR2
Male Urban Elf Rogue 3
CN Medium Humanoid (Elf)
Init+ 10; Senses Low-Light Vision; Perception +9

----------------
DEFENSE
----------------
AC 18, Touch 14, Flat-Footed 14
hp 27 (3d8)
Fort +5, Reflex +8, Will +4
Immune sleep; Resist Elven Immunities; Evasion

----------------
OFFENSE
----------------
Spd 30 ft.
Melee Masterwork Short Sword +7 (1d6+2/19-20/x2) and
Dual Wield Melee Masterwork Short Sword +5/+5 (1d6+2/1d6+1/19-20x2) and
Dual Wield Melee Sneak Attack Masterwork Short Sword +5/+5 (3d6+2/3d6+1/19-20x2)
Ranged Shortbow +6 (1d6)
Sneak Attack +2d6

----------------
STATISTICS
----------------
Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats: Armor Proficency (Light), Simple Weapon Proficiency, Skill Focus: Stealth, Improved Initative, Weapon Finesse (via finess rogue talent), Two-Weapon Fighting
Traits: Indiomitable Faith, Elven Reflexes, Resilient, Shin'Rakorath Recruit (When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.)

----------------
SKILLS
----------------
Acrobatics +10, Bluff +5, Disable Device +10, Escape Artist +10, Perception +9, Sense Motive +7, Stealth +13, Use Magic Device +5

Languages: Common, Elven

Trapfinding +1
Evasion (EX)

----------------
SPECIAL ABILITES
----------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack - 2d6 damage to target denied a Dex bonus to AC, or flanked
Trapfinding +1 +1 to Perception checks to locate traps and +1 to Disable Device traps, allows for disarm of magic traps.
Evasion - Successful Reflex saving on attack that deals half damage, Rogue takes no damage
Skill Focus: Stealth +3 to Stealth Checks, if 10 or more ranks in Stealth +6 to Stealth
Improved Initative +4 to Initative
Weapon Finesse - With a light weapon of your size you may use your Dex modifyer instead of Strength modifyer on attack rolls
Two Weapon Fighting - Penalty reduced for fighting with two weapons by 2/6

----------------
COMBAT GEAR
----------------
Masterwork Short Sword x2 - 620 Gold
Short Bow - 30 Gold
Arrows - 40 - 2 Gold
Mithral Chain Shirt - 1100 Gold
Cloak of Resistance +1 - 1000 Gold

----------------
OTHER GEAR
----------------
Wand of Cure Light Wounds CL1 (5 Charges Remain) - 75 Gold
Cure Light Wounds Potion x2 - 100 Gold
Thieves Tools - 30 Gold

Pathfinder Kit - 12 Gold

Contents:
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone

Coin on Hand - 41 Gold


Mostly done here. After seeing Talia's coverage of knowledges, I might drop ranks there to get acrobatics to 3 for the total defense bonus.

I could drop history and k)engi x2 to get +2 ranks in acrobatics and +1 k)nature so I can ID natural traps.

Also I don't want to set spells known in stone just yet.

The Exchange

Talia, i'm glad that I was able to get you into this game.

As for the rest of you, i'm glad to see that you've all checked in.

Ziyad, well done. I would encourage you all to consider how you can tweak your characters so that they work together with the talents of the other group members, while still staying true to your original concept.

Tomorrow we'll focus on ensuring accuracy in your builds, so that I can start throwing some good encounters at you by thursday or friday.

To get the ball rolling in game, go ahead and start in the gameplay thread as soon as you're ready!

The Exchange

Another note,

I've taken the time to construct the party, choosing each member because I feel that combined you have what it takes. I am fine with you figuring out the balance in game, or talking it out here and identifying your rolls right now. I'm not going to try and dictate what my expectations of each one of you are. My gaming style is much more lax, and I definitely would err on the side of letting you be the molders of the game and of the party. I will facilitate, and keep the story moving along smoothly for you.

My suggestion to each of you would be to remind each other of what you see your strength is as an individual, and what you will do to benefit the other party members.


Female Elf Inquisitor (Infiltrator) 4

Well, I don't have her stat bloc up yet, but I can certainly discuss The Killer Wasp's role in the group.

Eledlara as presented is an interrogator, an information gatherer, and a keen judge of character. She's a very social character - but is also not necessarily the best "face" for the group because she's very intense.

She's also a stone cold killer, especially when revenge is on the line. Oh, and I kind of danced around it in the recruitment thread, but her specialty is torture. Cold-blooded torture.

In spite of actions some would (rightfully) describe as evil, The Killer Wasp is actually fairly gregarious and good intentioned. She likes doing good, and she likes good people - but she's more than happy to engage in questionable acts if the ends justify the means. Or, again, for bloody vengeance. You don't mess with the church of Calistria with good reason. ;)

In combat, she's a good mid-range fighter, using her whip to trip up enemies, stabbing them with her rapier, or sniping with her crossbow.

Now, all that said, I'm very flexible, and am happy to tweak things to better work with the group. :)


Female Elf Cleric 2 / Wizard 1

Talia is build around magic, she is obsessed with it, addicted to it. She seeks to learn all she can while making herself utility. Talia focuses on buffing the party and confusing/disabling the enemy.


Female Elf Inquisitor (Infiltrator) 4

@Talia Do you do positive channeling? Because I've been seriously considering doing negative channeling for the inflict spells, which are in fitting with my flavour. I won't, however, if you don't do healing - or if the group wants me to have some healing magic on hand.


Female Elf Cleric 2 / Wizard 1

I am positive energy bursting, yes. So feel free to doom out some death, selectively o' course.


Male Elf Alchemist(Vivisectionist) 3
Vhalas Rhun wrote:
And Rahjin, I just wanted you to know that I really liked your character as a whole, I thought he was very well written.

Thanks a lot, I appreciate it as a new face trying for my first game :-).


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den is a follower of Desna, but was called to enforce her will. His entire life he has been a warrior for tribe and church, unquestioning following every order and seldom acting of his own volition. While of good alignment, he has no remorse for the killing he has done in service to his elders. He has simply been the instrument of their will. Does a hammer feel remorse?

But as luck would have it, this is changing as you meet Den. His exposure to other cultures in the human lands and especially Riddleport has opened his eyes a little. He is no longer content to blindly follow. While still loyal to his church and elders, he seeks to better know himself and to understand the reasons behind his orders. In some ways he is waking for the first time...

In the party Den can serve as guild, tracker and scout. He has a wand of cure light wounds and can do a little healing with it. While he can deal out a reasonable amount of damage in a melee fight he is too fragile to hold the line for any length of time. His 10 Con will likely be the death of him, but I do not plan it to be from standing toe to toe with a troll. He will shine at ranged combat with the requisit feats to support that.

He has a decent heal skill and can assist with three knowledge skills (Dung, Geography, and Nature). In a party of elves I guess he will have slightly above average perception skills. He can ride and has a decent spellcraft. His initial favored terrain is Urban, which I hope is handy at least initially. If we go crawling into the ground after Drow he will loose those bonuses.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)
Ziyad wrote:

Mostly done here. After seeing Talia's coverage of knowledges, I might drop ranks there to get acrobatics to 3 for the total defense bonus.

I could drop history and k)engi x2 to get +2 ranks in acrobatics and +1 k)nature so I can ID natural traps.

Also I don't want to set spells known in stone just yet.

Interesting build Ziyad. I am a big believer in knowledge skills and recommend you keep at least 1 point in every knowledge you can. Not only will this let you always assist Talia, but you will get to roll to identify every creature we meet. Knowing a creatures special attacks, or energy resistance, or weaknesses, etc, can really help in a tough encounter.

Its nice that we have two arcane types, but note that we also have two rogues. Should be a lot of assisting possible.


Female Elf Inquisitor (Infiltrator) 4

Here's my full crunch. Also saved on my profile page.

THE KILLER WASP CR 2
Male Elf Inquisitor 3
NN Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 21 (3d8+3); Judgement of Profane Healing 2
Fort +5, Ref +4, Will +7
Defensive Abilities Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Profane Purity +1, Judgement of Profane Resistance 4 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4/19-20/x2) and
. . Masterwork Rapier +5 (1d6/18-20/x2) and
. . Masterwork Whip +5 (1d3/20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Judgement of Profane Destruction +2, Judgement of Profane Justice +1, Judgement of Profane Piercing +2, Judgement of Profane Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +4 melee touch, +4 ranged touch):
1 (4/day) Inflict Light Wounds (DC 14), Shield of Faith (DC 14), Cause Fear (DC 14), Interrogation (DC 14)
0 (at will) Light, Read Magic (DC 13), Detect Magic, Brand (DC 13), Detect Poison, Guidance
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Elven Weapon Proficiencies, Paired Opportunists, Stealthy, Weapon Finesse
Traits Calistrian Prostitute: Sense Motive, Killer, Shin'Rakorath Recruit, Vagabond Child (urban): Escape Artist
Skills Bluff +10, Diplomacy +10, Escape Artist +9, Heal +7, Intimidate +10, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +10, Profession (Courtesean) +7, Sense Motive +10, Spellcraft +4, Stealth +9, Survival +7
Languages Common, Elven
SQ Elven Magic, Forbidden Lore (Ex), Inquisitor Domain: Torture Inquisition, Judgement (1/day) (Su), Misdirection: Chaotic Good (Sp), Necessary Lies (Su), Solo Tactics (Ex), Teamwork Feat (change 3/day), Torturer's Touch (6/day) (DC 14) (Sp)
Combat Gear Bolts, Crossbow (30), Crossbow, Light, Dagger, Masterwork Rapier, Masterwork Whip, Mithral Chain Shirt; Other Gear Backpack, Masterwork (3 @ 7.38 lbs), Cloak of Resistance, +1, Flint and steel, Holy symbol, silver: Calistria, Potion of Cure Light Wounds (2), Rope, silk (50 ft.), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Calistrian Prostitute: Sense Motive +1 Gather Information and Sense Motive, and one of these is a class skill.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor Domain: Torture Inquisition Deities: Asmodeus, Calistria, Norgorber, Zon-Kuthon.

Granted Powers: Only through pain can truth and justice come to the surface. And if that doesn't work, at least you've enacted divine vengeance.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +2 (Su) Weapon Damage bonus.
Judgement of Profane Healing 2 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 4: Fire (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection: Chaotic Good (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shin'Rakorath Recruit As a new member of this secret organization, you have gained an inside perspective into their purpose. When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Torturer's Touch (6/day) (DC 14) (Sp) As touch of fatigue, but it is a pain effect.

GP: 53

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M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Hmm. I was hoping you were going to be a little more front lineish Killer. So far the rogue is the tank, with both the best AC and hit points. But he will want/need a flanking buddy to be effective.

I note that with a Chr of 14 you are our current face. You also have some decent social skills to back that up. Glad to see that. :)

I also note that all three of us who have posted so far have good stealth and very good perception.


Female Elf Cleric 2 / Wizard 1

My domain power - Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.


Female Elf Cleric 2 / Wizard 1

Also I may swap my dex for cha, so lower my AC but it helps with my channel.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)
Talia Grace wrote:
Also I may swap my dex for cha, so lower my AC but it helps with my channel.

That seems reasonable to me Talia. You should not be in melee much anyway (Famous last words...). Could you get a 12 in Dex and a 14 in Chr that way?

What are the pros and cons of trading out your bracers of armor +1 for a wand of Mage Armor?


Female Elf Inquisitor (Infiltrator) 4

@Dendarial We're all Elves - everyone should be dead long before they get into melee range. ;) Eledlara is built as an agility-fighter as opposed to a strength-fighter, but I'm confident she can hold her own in a fight. The Paired Opportunists teamwork feat is also very useful for roguish allies who want to invest in it.

I also note my Domain choice doesn't mention that at Level 1 it gave me:
Torturers Presence (Ex) You gain a +2 bonus when using the Intimidate skill. This is in addition to your bonus for Stern Gaze.

Though I lose Stern Gaze for my Misdirection power as an Infiltrator.

I also note all my Judgments are Profane because I'm a negative channeler... so I don't exactly do Holy damage...


Basically, I want to be a skills rogue/utility wizard out of combat and a battlefield manipulator wizard in combat. I'd like the sapper theme to dominate, but I don't really know how that will work out. I'd like to be able to do things like take out bridges and small structures quickly.

And yeah, its cool with all the assist options, should make a nice team.

Its true everyone is a bit low on AC, but we also have a larger number of attack rolls per round.

The Exchange

NO tanks in the elven merc business apparently. Must be their lack of Con?

I think 18 or 19 AC was the highest I calculated of ALL the submissions.

The Exchange

The Killer Wasp wrote:
Male Elf Inquisitor 3

Emphasis mine.


Female Elf Inquisitor (Infiltrator) 4
DM Drider wrote:
The Killer Wasp wrote:
Male Elf Inquisitor 3
Emphasis mine.

Whoops! Forgot to click the right box in Hero Labs! :D

That's been fixed, thanks for the heads up.

The Exchange

@Dendariel
3d10 HP should pan out to 10+6+6 = 22hp. Did i miss something?

@Vhalas
3d8+6 HP should pan out to 8+5+5+6 = 24hp. Did i miss something here too?

@Wasp
3d8+3 HP should pan out to 8+5+5+3 = 21hp. Well done

Everything else looks good enough for now. I didn't see anything that screamed for my attention.

Just waiting on Ziyad and Talia to post their builds and we should be good to go.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)
DM Drider wrote:

@Dendariel

3d10 HP should pan out to 10+6+6 = 22hp. Did i miss something?

You missed +3 hit points from 3 levels of Favored Class bonus. My trade off with myself on this was to go with 12 Int for the extra skill point per level and extra starting language and 10 Con, but put all my favored class bonuses into hit points to help make up for that lower con.

The Exchange

Perfect. I'll assume the same for Vhalas. You two already get enough skill ranks :D


Ok, this is the final version. Just changed spells prepped and one known spell in lieu of Talia.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Hey Ziyad, under class and level you do not list class and level. I am not sure what class levels you have.

DM, some of the other players were more clever than I and bought partially charged wands. Would you mind if I made a revision and traded in my fully charged wand for two or three partially charged ones?

The Exchange

@Dendarial,

I'm fine with that. I'd rather have things like equipment and traits there to benefit you guys, rather than restrict you.


(Male Half-Elf Rogue 4 AC 18 / HP 34/34 / F +5 R +9 W +4 / Init. +10 / Perc. +10)

DM Drider and Party: On the topic of a front line tank, I have been considering going 4 Rogue then X fighter, I would still maintain my disable device / stealth / perception skills, this would add to my HP pool, round out my saves and increase my AC, but it would not be a huge difference. The fact is at this level, a full plate fighter with shield is going to have the largest AC bar-non.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I have updated Den's information with a slightly different twist on wands, and bought a couple more arrow types. Never enough gold. Also fixed a bug where I was not getting full Dex to AC. AC is now correctly showing 18.

The Exchange

Ziyad wrote:
Ok, this is the final version. Just changed spells prepped and one known spell in lieu of Talia.

Looks good.


Female Elf Cleric 2 / Wizard 1

Will update when I get home from work on the dex to cha change and maybe a wand change


Female Elf Cleric 2 / Wizard 1

Sheet:

Female Elf Cleric 2 | Wizard 1 | [Lawful Neutral]

HP 18

Strength
10 (+0)
Dexterity
12 (+1)
Constitution
10 (+0)
Intelligence
16 (+3)
Wisdom
16 (+3)
Charisma
13 (+1)

Initiative +4 = 2 [Dex] + 2 [Trait]

Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Craft +7 = INT 3+1+3
Heal +7 = WIS 3+1+3
K (Arcana)† +7 = INT 3+1+3
K (Dungeoneering)† +7 = INT 3+1+3
K (Engineering)† +7 = INT 3+1+3
K (Geography)† +7 = INT 3+1+3
K (History)† +7 = INT 3+1+3
K (Local)† +7 = INT 3+1+3
K (Nature)† +7 = INT 3+1+3
K (Nobility)† +7 = INT 3+1+3
K (Planes)† +7 = INT 3+1+3
K (Religion)† +7 = INT 3+1+3
Linguistics† +7 = INT 3+1+3
Perception +7 = WIS 3+2+0+2 [elf]
Spellcraft† +8 = INT 3+2+3

* Armor Check Penalty 0
† Trained Only

Equipment
Bracers of Armor + 1 (1000g)
Pearl of Power (1st) (1000g)
Wand of Mage Armor (20 Charges) (250g)
Wand of Magic Missle (20 Charges) (250g)

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint/Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, 2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 2 sacks, Everburning Torch

132g

Base Speed [ 30 (6 sq.) ]

AC [12] = 10 +1 [Dex] + 1 [Bracer of Armor]
Touch AC [12] Flat-Footed [11]

Base Attack Bonus +1
Basic Melee Attack +1
Basic Ranged Attack +2

Fortitude Save +3 = 3 [base] +0 [Con]
Reflex Save +1 = 0 [base] +1 [Dex]
Will Save +8 = 5 [base] +3 [Wis]

CMB +1 = 1 [BAB] +0 [Str] +0 [size]
CMD +12 = 1 [BAB] +0 [Str] +1 [Dex] +0 [size] + 10

Feats
Selective Channeling
Weapon Finesse

Traits
Magical Knack - =2 Caster Level - Wizard

Warrior of Old (Elf) - +2 Init.

Exalted of the Society (Cleric, Pathfinder Society)
The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your god extensively.
Benefit: You may channel energy 1 additional time per day.

Shin'Rakorath Recruit: As a new member of this secret organization, you have gained an inside perspective into their purpose. When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.

Carrying Capacity
Light Load: 33lbs.
Medium Load: 66lbs.
Heavy Load: 100lbs.
Lift Over Head: 100lbs.
Lift Off Ground: 200lbs.
Push or Drag: 500lbs.
Languages - Common, Elven, Celestial, Demonic, Infernal

Cleric Spells Per Day
Level 1 2 + 1 [Wis] + 1 [Domain]

Wizard Spells Per Day
Level 1 1 + 1 [Int] + 1

Special Abilities
Elf
Low-Light Vision

Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment

Elven Magic: +2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)

Keen Senses: +2 Perception

Weapon Familiarity: longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows. Any weapon with 'elven' in its name is treated as a martial weapon.

Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

Cleric
Aura
Domains - Knowledge, Protection(Defense)
Orisons
Channel Energy 1d6

Spells -
0 - Light, Stabilize, Detect Magic
1 - Bless x2, Protection from Evil, Comp Lang(D)

Wizard
Arcane Bond [Ring]
Arcane School [Universal]
Cantrips
Scribe Scroll

Spells -
0 (DC = 13) - Daze, Mage Hand, Acid Splash
1 (DC = 14) - Color Spray, Enlarge Person

Experience Points 0


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Ohhh, Enlarge Person. If available, Den is going to buy a quiver of large arrows to have around, but not on his person so that he can use them if he gets enlarged. He will keep them on his horse, once he gets a horse.

Den's sword will do 2d8 if he is enlarged. >:)

The Exchange

All equipment worn or carried by a creature is similarly enlarged by the spell.

^That's the text directly from the book. No need for new equipment!


Female Elf Inquisitor (Infiltrator) 4

Oh, fair warning - in mid-October I'll be honeymooning overseas for a few weeks. I'm not certain what my internet access will be at that time, but I can't promise I'll be able to post in that stretch.

Other than that, though, I'm able to contribute at most hours of the day due to my unusual work hours.

The Exchange

No problem, we'll work with that when it comes. Maybe one of our "on deck" folks would be interested in joining the party at that point. +1 more person won't be a bad thing.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)
DM Drider wrote:

All equipment worn or carried by a creature is similarly enlarged by the spell.

^That's the text directly from the book. No need for new equipment!

Right. The trick is to not have the large arrows on your person when Enlarged. If you use your arrows that enlarge with you they return to normal size as soon as they leave your bow. If, on the other hand you retrieve your quiver of large sized arrows from your horse and shoot those while enlarged they do not shrink and do 2d6 each instead of the standard 1d8. >:)


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Ok Killer. You have peeked my interest. Why do you have unusual work hours. I am a desk jockey and admire/covet jobs that do not chain you to a desk for 8 plus hours a day.

I do like my job, but the hours and location could be a lot better.

Oh and grats on the upcoming marriage. A few weeks sounds like a very nice trip.


Female Elf Inquisitor (Infiltrator) 4
Dendarial the Ken Hunter wrote:

Ok Killer. You have peeked my interest. Why do you have unusual work hours. I am a desk jockey and admire/covet jobs that do not chain you to a desk for 8 plus hours a day.

I do like my job, but the hours and location could be a lot better.

Oh and grats on the upcoming marriage. A few weeks sounds like a very nice trip.

I work in radio, and have unlimited internet access at work due to the nature of that job. So, yeah, I can post at odd hours. :)

Thanks for the congratulations - but we actually got married last year. We help off on our honeymoon and will be cruising the seas in time for our first anniversary. :D

The Exchange

@Den
Edited my original post, which is most likely how I'll handle those in the future to avoid too many posts. If I roll something in game, and there's no description, check back 2 minutes later.


Horses seem like the way to go, everyone loves to destroy barbarians.


Female Elf Inquisitor (Infiltrator) 4

Lord, aren't I turning into quite the little flirt? :p

I hadn't really envisioned Wasp as being seductive, but it just seemed to flow so naturally. Consider me surprised!


Well, you did take the prostitute trait...just saying.

The Exchange

I fear you're going to get raped... if you could call it that :D
If any encounters actually come to that, I'm totally going to black-screen (pg style) it. I have a hard time dealing with romance at tables, especially when RL men are involved, and I don't suppose it will change much here.

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