The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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Edward here...

ok my first character...

gives me s chance to be usin me random scottish insult generator... Ya annoyin pigmy bastard...

added all the house rules as well

Silver Crusade

drbuzzard wrote:
I believe the module (as I have been reading it) will take people from 7-9th or so.

Since I'm playing around with hero lab this afternoon anyways, did you have an opinion on aasimar vs human?


Assimar are generally loved by power gamers because of all the freebies. Seems like lots free for no downside to me. The number we used to see when they were open access in PFS made me think Golarion was just full of randy angels.

If you can justify it, feel free, but I can't say I'm the biggest fan.


working on a gnome ninja as well in case more roguey types are needed


I'm thinking Dwarf Wizard with Breadth of Experience feat. Do you use age modifiers? They don't hit middle age until 125, so it's not necessary, I'm just curious.

Also, they tend to make decent craftsman. Do you care if I pick some crafting feats, or would you rather not mess with that stuff?


I don't really see crafting feats being terribly useful, equipment cannot be made with it before, and I don't know that there's going to be a lot of downtime.

Silver Crusade

drbuzzard wrote:

Assimar are generally loved by power gamers because of all the freebies. Seems like lots free for no downside to me. The number we used to see when they were open access in PFS made me think Golarion was just full of randy angels.

If you can justify it, feel free, but I can't say I'm the biggest fan.

OOC: That's strange because I think human is probably stronger mechanically. It's just less flavorful.

Breaking it down for an Oradin::

Both races put +2 in cha.

Humans then get:

1 Feat (Power Attack/Deadly Aim for DPS, Skill Focus entry into Eld Heritage, or just Craft Wondrous for a ton of gold)
1 Skill Point Each Level (unlocking extra class bonuses puts this somewhere between +10 and +28 to skills)
Favored Class Bonuses for more spells known on the oracle side.

Aasimar get:

+2 to a different stat (Probably Dex, so +1 init, +1 attack for a round or two as things close. You don't have the feats to be a pure archer)
Darkvision (useful, someone usually needs a light anyways)
Celestial Resistance (meh)
+2 to two skills (Azata is diplomacy (good), Perform (bad))
1/day SLA - This is rolled at random, but the defaults are good.
Favored class bonus is nothing amazing for either paladin or oracle

The aasimar get -more- line items, but I think the humans get much better items. Skilled is -really good- at level 7 where you can go slam 3-4 extra class bonuses with it. Another feat means getting to the end of a feat chain.

OOC: As far as in character justification: it's easy enough to go either way. If you're more comfortable having her be human, I'll do that.

Flavor Thoughts, Shelyn, Azata, Scions of Humanity in general:
Obviously the thematic connections that a part-azata has to the oracle and paladin classes are easy. Everyone can talk about how celestials are more prone towards the divine. Those themes are heavily reinforced in all of the books about aasimar or divine classes.

That said, Shelyn's move from being a CG goddess of art and beauty with an azata herald into her current role as the NG goddess of love provides a different and I think interesting hook. Her azata herald doesn't get talked about much, but he moved from being a normal CG Azata to NG when Shelyn's alignment shifted. That must have been a shock. Maybe it was just like growing up. Maybe it was falling in love. As a child, CG makes a lot of sense. You're being nice, but you're not really even aware of rules except as your parents force them. Falling in love is a bit like that, you start off free and independent, but you change yourself to accommodate others. So there's an azata who's alignment changed, back in the depths of history, and so the idea that Shelyn's herald might have had a child isn't too far fetched. Taldor certainly has a history of unknown bloodlines, and that fits the arabian themes.

Fast forward again and we're here in the present, it's not too unbelievable for the life of a paladin in service to shelyn to have awakened some of that long ago ancestor's touch, which provides a pleasantly centered explanation for her sudden swap out of paladin into oracle (of life, which neatly aligns with most of shelyn's portfolio)

OOC: I think I'll just build her both ways and you can pick the one you like.


Just for fun I crunched up a Halfling Slayer, I will add fluff, a name and the rest of the gear soon.

Halfling Slayer:

Name undecided
Race Halfling
Classes/Levels Slayer 7
Gender male
Size small, 3 ft,
Age 20
Alignment neutral
Languages common, halfling
Strength 12
Dexterity 21
Constitution 12
Intelligence 10
Wisdom 10
Charisma 9

Defense:
Hit Points: 58 = 10 + 6(6 + 1 con + 1 FC)
Armor Class 21 (10 + 4 armor, + 5 dexterity, + 1 size, + 1 feat)
touch armor class 16
Flat-tooted 15
Fort +7, Ref 11, Will +3

Offense
Base Atk +7; CMB +7; CMD 22
Initiative + 5
Speed ft. 30 ft.

Melee:
MW Rapier + 14 [1d4 + 5, 18-20, P ]

Ranged:
MW sling staff + 13 [1d6+1, X 3, 80 ft., B]

Abilities
Traits:
social trait: Criminal +1 bonus on disable Device
combat trait: dirty fighter You gain a +1 trait bonus to damage rolls against opponents you are flanking.

Feats:
weapon finesse
weapon focus; rapier
Fencing Grace
two-weapon defense

Race Traits:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling”
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: base speed of 30 feet.

Class Traits:
2 studied target
Track
Sneak attack +2d6
Stalker
Slayer talent @ 3
trap finding
trap spotter
two weapon fighting

Skills:
6 x 7 = 42
Acrobatics 15 = +5 Dex* + 7 [rank] + 3 [class skill]
Appraise 0 = +0 Int
Bluff -1 = -1 Cha
Climb 1 = +1 Str*
Diplomacy -1 = -1 Cha
Disable Device 18 = +5 Dex + 7 [rank] + 3 [class skill] + 1 {trait] + 2 [MW thieves' tools]
Disguise -1 = -1 Cha
Escape Artist 5 = +5 Dex*
Fly 5 = +5 Dex*
Heal 0 = +0 Wis
Intimidate -1 = -1 Cha
Knowledge (dungeoneering) 10 = +0 Int + 7 [rank] + 3 [class skill]
Perception 12 = +0 Wis + 7 [rank] + 3 [class skill] + 2 [halfling]
Ride 5 = +5 Dex*
Sense Motive 0 = +0 Wis
Stealth 19 = +5 Dex* + 7 [rank] + 3 [class skill] + 4 [small]
Survival 10 = +0 Wis + 7 [rank] + 3 [class skill]
Swim 1 = +1 Str**

Gear:
Adventurer's outfit:
Mithral Shirt 5 lbs. 1,100 gp
MW rapier @ 2 2 lbs. 640 gp.
Sling staff, halfling 1.5 lbs. 320 gp.
MW thieves' tools 1 lbs. 100 gp.


Submitting a Cryptbreaker/backup heals Alchemist..

Crunch in his profile..

Liberty's Edge

Almost ready with a Female Human Sorcerer, Martyred Bloodline.
A descendant of a General that died in the destruction of the monastery, returning to see the job finished, find some closure, and maybe find a relic for her family.


Oh that's a pretty dope character idea. Well done.


updated Klor ... stats in alias.


This got quiet ...

Just a bump


It is Sunday.


I would like to be considered for this, half-elf empiricist investigator looking for a place to hide.

Note:
drow paragon feat


drbuzzard wrote:
It is Sunday.

oh yeah, I forgot, since I am working today.... feels like its Monday already

Silver Crusade

I'm still playing around with ideas, just because it's sunday doesn't mean we can't post.

drbuzzard since you're around, random mundane gear questions:

1 - What digging implement is appropriate in the event we want to dig?

Everyone seems to have their own interpretation of Adamantine vs steel, and which tool is correct among Ax/Hammer/Sword/Pick/Crowbar/Shovel? I'm not actually committed to playing dwarf fortress with The Black Monastery, but I would like to bring whatever you think the 'right' tool for structural deconstruction is so when we get to the inevitable locked door or collapsed cellar it's an option to break the door down or dig out the rubble.

2 - We're in a fairly important port, I was wondering what I should do to have my paladin be a member of the taldor navy - just write it into her background and take some ranks in profession sailor (doing this anyways) or do you want me to work up the Code of Shelynites on Ships, take the knighted feat, something else? Would you prefer if I avoided taldoran setting fluff as a complication andjust went with a private merchant?

3 - How do you want to handle adamantine/coldiron/silver arrows? Are they for sale in partial amounts or is it blocks of 50? Can I craft such things using ranks in Craft(Bow) or are they under Craft(Weapons) or Craft(Alchemy), would you rather I didn't craft at all?


Oh wow, this thread exploded. I'm not well versed with Mid-level play, but I think I could slap together a potent support character. I'd rather not step on Pasara's toes so I'll move in the direction of a Bard or Cleric.

I'm not knowledgeable on Golarion as a setting, is there free reading material that pertains to this module? Or could anyone give me a little crash course on what I should know in order to make a Lore-Friendly character?


History:
Otar Goldnaut was a contemplative dwarf from birth. While others of his family would race and climb and butt heads, this golden haired young dwarf would gaze at the patterns and striations in the rock from an early age. His father said he would be a good craftsman one day, mostly in hopes that his weak an uncoordinated son might amount to something good, but that hope also gave Otar purpose and direction in his young life and he became exactly what his father predicted.

He studied at various different craftsman throughout his growing years, spending time with masons, jewelers, blacksmiths and arms manufacturers, but he found what he loved most of all was the Jeweler's daughter Belala, and a devotee of Bolka who first got him interested in crafting magic. A particularly Intelligent dwarf had taken him under his wing and began teaching him the arcane way and developed his naturally curious and contemplative mind. As they grew and matured, they eventually married and prepared to craft wonderful things together, but it was not to be.

Their very wedding day, the clan was attacked by stone giants and their thralls. His new wife ran out to heal the injured in her wedding dress and Otar kept near her as best he could, shielding her with his magic and trying to keep them both safe. Bursting in from the walls of their cavern home, the front like was circumvented by a bulette who was attracted to the carnage of the battle. It took a large bite out of his wife as it swallowed a dwarf she was trying to heal, and it was soon evident that she would not survive the day.

The next part of the story is a little blurry for Otar. He could not let her go, and so his magical ability combined with his wife's position with the gods, made something unusual happen. He knows that he tapped into something beyond his ability, or perhaps he received a boon from Bolka who allowed him to spend time with his love, and something he was not necessarily or should not have been able to do. But when it was done, his wife had a new, smaller, angelic body.

The bulette was slain by others, the giants and those they commanded were defeated at the gates, and Otar and Belala spent some time together to figure out where they'd go from here. Eventually it was decided that Otar would leave the clan and seek out wealth and power to change Belala back to normal, although she'd go with him wherever he went. They helped many people had had many adventures until they came to a place where they heard of the black monastary, deciding together to help, that not only could they rid the world of evil, but they could also possibly increase their combined strength and their divine favor by doing so.


GypsyMischief wrote:
I'm not knowledgeable on Golarion as a setting, is there free reading material that pertains to this module? Or could anyone give me a little crash course on what I should know in order to make a Lore-Friendly character?

GypsyMischief for your Golarion needs I would check here for general pathfinder information I would check here


For your consideration, this is Corsario's character proposal. Crunch in the Alias.
The tall woman walks in a way that doesn't leave any doubts about her army training. She looks for the man she is looking for, and approach him directly.
"Greetings! I am Maria van Berchove, at your service. I need a guide to take me to the Black Monastery. Why? Well, I am a descendant of General Gustav van Berchove, who died in the storming of the fortress. He fought in the first line against the evil that pour out of that dammed place, and died leading his men in defeating those foul beasts. Yes, his body was never recovered. Since then my family has waiting for the evil to return, as we know that evil never disappear, only hides. So when I learn that the Black Monastery was back, I resigned my captain army commission on the spot and came here, looking for a guide. I'll make sure that the Black Monastery is sent back to the hell it came from, and stay there for a long time. I have been waiting for this all my life. My family has been preparing for this all this time. And maybe I can give my ancestor a proper burial, and recover a priceless brooch King Philip Magnus IV gave the founder of our house hundreds of years ago, and that was lost in that battle."
She drinks a glass of wine.
"So, can you take me there?"
---
She is a Sorcerer with the Martyred Bloodline and Spell Focus (Conjuration) and Greater Spell Focus (Conjuration) feats.
She has +18 Diplomacy modificator, so she can be the "face" of the group. Also has Bluff +10, Intimidate +10, Knowledge (Arcana) +9, Spellcraft +9 and Perform (Oratory) +10.
Basically has 4 "strategies".
- Use of the Acid Splash Cantrip with an Acid Flask as Focus to do 1d3+1 acid damage all day long if needed.
- Boost allies with Heroism, Surmount Affliction, Vanish, Protection from Evil, Enlarge Person, Endure Elements and Message spells; as well as the Rallying Cry bloodline power.
- Summon Monster III with Augment Summoning and Superior Summoning.
- Battlefield control with Stinking Cloud, Glitterdust, Stone Call, Web, Hydraulic Push and Grease spells.
---
Notes: I took the Meticulous Drawback for an extra feat.
You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.
Hope you like her, and please tell me any concerns, questions or proposed changes.


Also I brought her:
Rod (Extend/Lesser) (3 uses/day)
Rod (Persistent/Lesser) (3 uses/day)
Wand (Shield/Wizard/1st) (50 charges)
Wand (Silent Image/Sorcerer/1st) (50 charges)
Hope is it ok...


hello Maria or should I say ... Lesith Gala

you may also know me as... the little Sister Azmaria....


I do! Hi!


Pasara Albercoft Anchoralten wrote:

I'm still playing around with ideas, just because it's sunday doesn't mean we can't post.

drbuzzard since you're around, random mundane gear questions:

1 - What digging implement is appropriate in the event we want to dig?

Pick, shovel, the normal stuff.

Quote:


Everyone seems to have their own interpretation of Adamantine vs steel, and which tool is correct among Ax/Hammer/Sword/Pick/Crowbar/Shovel? I'm not actually committed to playing dwarf fortress with The Black Monastery, but I would like to bring whatever you think the 'right' tool for structural deconstruction is so when we get to the inevitable locked door or collapsed cellar it's an option to break the door down or dig out the rubble.

I'm pretty much a by the rules kinda guy when it comes to adamantine. It ignores hardness less than 20. If you want to break down a door, a pick or axe are probably your best bet, but an adamantine sword would get through eventually (just slower). Adamantine is expensive stuff, you ought to get something for it.

Quote:


2 - We're in a fairly important port, I was wondering what I should do to have my paladin be a member of the taldor navy - just write it into her background and take some ranks in profession sailor (doing this anyways) or do you want me to work up the Code of Shelynites on Ships, take the knighted feat, something else? Would you prefer if I avoided taldoran setting fluff as a complication andjust went with a private merchant?

Whatever you prefer. I'm more interested in people making good builds, and who can post a lot. Think beer and pretzels. Maybe virtual ones. I like roleplay and all that, but I've been through too many games where I've seen people write short novels to get in and disappear in short order.

This module is pretty much a classic style dungeon crawl. There won't be palace intrigues, con artistry, or much in the way of deep mystery investigation (well some, to explain the place, but not like you need to go all Sherlock on the area before you go in).

Quote:


3 - How do you want to handle adamantine/coldiron/silver arrows? Are they for sale in partial amounts or is it blocks of 50? Can I craft such things using ranks in Craft(Bow) or are they under Craft(Weapons) or Craft(Alchemy), would you rather I didn't craft at all?

I would prefer no crafted items. It distorts WBL too much. You can buy fancy arrows in whatever quantity you like, just do the math (fraction of 50).


GypsyMischief wrote:


I'm not knowledgeable on Golarion as a setting, is there free reading material that pertains to this module? Or could anyone give me a little crash course on what I should know in order to make a Lore-Friendly character?

The module is a third party product, not Paizo, so it is not in any way setting specific. I have simply chosen an area I like to drop it into. I picked Taldor because it is a very old empire in the Inner Sea region. The Monastery is a very old building, which has a story that goes back centuries so Taldor seemed the easiest fit.

Though I should be clear, you won't need to know diddly about Taldor once you enter the gates of the place.

Think classic dungeon crawl.


Oh, tight, a lore wiki, I had no idea that existed, many thanks. I'm not new to Pathfinder by any means, I've just never really played in the setting of Golarion extensively.


You know, I keep saying 'classic dungeon crawl' based on the assumption that everyone knows what that is. I imagine most do, but perhaps I should clarify anyway.

Having started with 1st edition back in 78, I'm familiar with the classics. A classic dungeon crawl is basically a place you go for whatever convoluted reason your GM cooks up. There is no larger story (though that did happen once in a while back then G1-2-3, etc.). There is often little rhyme or reason as to why things are as they are (there's some background usually, but often things are just a bit wacky). Expect things to be written to make interesting atmosphere and moods more so than to tell a story beyond that of your exploration. This will be a complete sandbox once you are in it.


The introduction of the module is a very good explanation of what we will find in this adventure.


I think I made Klor rather generic.

Dwarf, hates evil, likes to kill goblins.

oh, and calls all halflings, Peck (and probably gnomes as well, as they kinda look the same to him)


Right on, I love the style of game you're going for. I've never been one to write a novel about a character sheet, I let the little guy become whole organically through playing him. Still debating on a class.

Silver Crusade

drbuzzard wrote:

You know, I keep saying 'classic dungeon crawl' based on the assumption that everyone knows what that is. I imagine most do, but perhaps I should clarify anyway.

OOC: Yeah I'm not expecting grand plots, just trying to get a feel for scope and rules at play. I mean, some of the dungeon crawls I've played had entire cities inside them all randomly generated and having a feather token saved the day, I like to try and be prepared for when 'hit it, hit it again, hit it a third time' isn't working.

Edit: The explanation on the summary page makes it clear this is perfect.


" Oy, watch 'at bloody peck stuff, shorty!"


Here is:

Doric Gossamar
Male Human Brawler (Shield Champion) 7

Able to hit the front line or hang back and protect the magic user at the back.

crunch:
Doric Gossamar
Male human brawler (shield champion) 7 (Pathfinder RPG Advanced Class Guide 23, 86)
CN Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 22 (+6 armor, +3 Dex, +1 natural, +5 shield)
hp 67 (7d10+21)
Fort +8, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +11/+6 (1d8+4) or
. . heavy shield bash flurry of blows +9/+9/+4 (1d8+4) or
. . mwk silver dagger +12/+7 (1d4+3/19-20) or
. . unarmed strike +11/+6 (1d8+4) or
. . unarmed strike flurry of blows +9/+9/+4 (1d8+4)
Special Attacks brawler's flurry, close weapon mastery, knockout 1/day (DC 17), martial flexibility 6/day
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +11; CMD 24
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Improved Shield Bash, Improved Unarmed Strike, Missile Shield[APG], Saving Shield[APG], Shield Focus
Traits armor expert, highlander (hills or mountains)
Skills Acrobatics +12, Climb +7, Escape Artist +6, Fly +3, Intimidate +3, Knowledge (dungeoneering) +4, Perception +11, Ride +6, Sense Motive +11, Stealth +12 (+14 in hilly or rocky areas), Swim +7, Use Magic Device +0; Racial Modifiers highlander (hills or mountains)
Languages Common
SQ brawler's cunning, martial training, returning shield, throw shield
Combat Gear potion of cure serious wounds (2), potion of endure elements (2), potion of enlarge person (4), potion of fly, potion of invisibility, potion of spider climb (2), wand of infernal healing (50 charges), oil (4); Other Gear +2 lamellar (leather) armor, +2 shield spikes throwing (metal shields) heavy steel shield, mwk silver dagger, amulet of natural armor +1, belt of incredible dexterity +2, cap of light, cloak of resistance +1, handy haversack, bandolier, belt pouch, blanket, chalk, charcoal stick, climber's kit, grappling hook, hammer, hooded lantern, ink, black, inkpen, iron spike (10), mwk manacles, paper (10), piton (8), silk rope (150 ft.), waterproof bag, 466 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Brawler's Flurry +5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Cap of light Can radiate light at will, as the spell.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Focus +1 Shield AC
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.

Alias will be created if accepted

Thank you for your consideration!


Boram the Burglar wrote:
" Oy, watch 'at bloody peck stuff, shorty!"

I'll be callin ya what I wants, Peck, when ya prove yerself in da field of battle, I might be reconsidderin Ya stinkin dough-heided waste a space.


hey GM, can these can these slaying arrows be refurbished as Slaying bullets for a sling? At 23,000 gp I can buy 10 of them. Oh and how do you feel about inner party fighting?

"heh heh heh"


Boram the Burglar wrote:

hey GM, can these can these slaying arrows be refurbished as Slaying bullets for a sling? At 23,000 gp I can buy 10 of them. Oh and how do you feel about inner party fighting?

"heh heh heh"

you do realize this is all in fun

question is, are you applying for this game?


There will be no inter party fighting (other than verbal sparring). Asking about that didn't exactly win you brownie points.


Dotting for interest. I'm fairly new to PBP, but checking/posting multiple times a day when the story is moving along. I'll get a basic concept up later today.


As mentioned in my initial post, if I found suitable characters before the week was up, I would pick and get going immediately. I am satisfied with a selection presented so far. All of the characters look to be useful contributors to a party and the posters appear to be postaholics, which is what I'm looking for. I appreciate all the applications, and thank everyone for their time in submitting a character (or expressing interest).

Rogue1/Cleric6 of Thisamet - Digger Chandler
Human Swashbuckler7 - Galahad0430
Klor Kragsson Male dwarf fighter 7
Robert Henry Slayer 7
Archaemedes Falco Half-elf alchemist (chirurgeon, crypt breaker) 7
Maria van Berchove Female Human (Taldan) sorcerer 7

I will keep people in mind if there are any dropouts, but I think the posting record of the above has me pretty comfortable that I should avoid that issue (but life happens so who knows).

Those selected, please proceed to discussion so you can work out any character modifications you might need to mesh better with the other selections.


Pathfinder Adventure Path Subscriber
drbuzzard wrote:


I like roleplay and all that, but I've been through too many games where I've seen people write short novels to get in and disappear in short order.

Good point! Had the same problem.

Going to apply with something.

Are you inclinced to change your mind about Unchained once it is comepletely out and on the PRD?

Silver Crusade

Welp


Ah... bummer. Have fun. It looks like a cool dungeon crawl. Here was going to be my submission of a Teleportation Wizard...

Gzea Crunch:
Gzea Malphisto
Male human (Taldan) wizard 7
NG Medium humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 44 (7d6+14)
Fort +5, Ref +5, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), shift
Melee dagger +1 (1d4-2/19-20)
Ranged light crossbow +5 (1d8/19-20)
Wizard Spells Prepared (CL 7th; concentration +13)
4th—black tentacles, black tentacles, stone shape
3rd—aqueous orb[APG] (DC 20), dispel magic, slow (DC 19), summon monster III
2nd—create pit[APG] (DC 19), darkness, invisibility, scorching ray, stone call[APG]
1st—burning hands (DC 18), enlarge person (DC 17), grease, grease, magic missile, windy escape[ARG]
0 (at will)—acid splash, detect magic, message, prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 22, Wis 14, Cha 7
Base Atk +3; CMB +1; CMD 13
Feats Dimensional Agility[UC], Heighten Spell, Improved Familiar, Preferred Spell[APG], Scribe Scroll, Spell Focus (conjuration), Spell Focus (evocation)
Traits eyes and ears of the city, reactionary, suspicious
Skills Acrobatics +3 (-1 to jump), Appraise +10, Fly +6, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +10, Perception +13, Sense Motive +13, Spellcraft +16, Stealth +2
Languages Abyssal, Common, Daemonic, Draconic, Gnome, Orc, Shae
SQ arcane bond (arcane familiar, dragon, faerie), mark of slavery, summoner's charm (3 rounds)
Combat Gear hand of the mage, selective metamagic rod (lesser), wand of mage armor (50 charges); Other Gear dagger, light crossbow, bag of holding i, cloak of resistance +1, headband of aerial agility (int +2), backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 10,792 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Headband of aerial agility (Int +2, Knowledge [planes]) +1 CL for spells/extracts that grant flight.
Heighten Spell Increases spell level to effective level desired.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Preferred Spell (Stinking Cloud) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Selective metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Selective Spell; Cost 1,500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15', 9/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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Good luck guys!

Grand Lodge

Well met. What exactly are you looking to fill?


I believe they need a front liner. Right now the people who are still posting are a melee slayer, cleric, and alchemist.


Appreciation of fine foods a plus.

Grand Lodge

No real arcane either? I can make a front line fighter.


They had an arcane, but they are AWOL. They also had a swashbuckler, now AWOL.

Possibly either one could wander back in for all I know.


Pathfinder Adventure Path Subscriber

I´m still interested. Did you bother to peruse Unchained yet?

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