The Black Monastery (Inactive)

Game Master drbuzzard

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


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I have read unchained. What in particular are you asking about?


Pathfinder Adventure Path Subscriber

I would consider a monk or barbarian.


I suppose either would work. We just don't need a rogue since our slayer has that stuff covered.

Grand Lodge

May I present Curt,

Curt
Male human fighter (two-handed fighter) 8 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 25, touch 14, flat-footed 23 (+11 armor, +2 deflection, +2 Dex)
hp 84 (8d10+32)
Fort +9, Ref +4, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 greatsword +18/+13 (2d6+14/17-20)
Special Attacks backswing, overhand chop, shattering strike, weapon training (heavy blades +1)
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Statistics
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Str 22, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +8; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder)
Feats Cleave, Cleaving Finish[UC], Furious Focus[APG], Improved Critical (greatsword), Lunge, Power Attack, Step Up, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits indomitable faith, reactionary
Skills Acrobatics -1 (-5 to jump), Climb +9, Handle Animal +4, Intimidate +10, Perception +3, Ride +4, Survival +10, Swim +7
Languages Common
Combat Gear arrow magnet[UE], acid neutralizer, alchemist's fire (4), oil (6); Other Gear +2 mithral full plate, +2 greatsword, belt of physical might +2 (Str, Con), ring of protection +2, bedroll, belt pouch, chalk, charcoal stick, coffee pot[UE], everburning torch, folding pole[UE], grappling hook, hammer, iron spike[APG] (5), marbles[APG], masterwork backpack[APG], mirror, paper (5), pot, silk rope (50 ft.), skillet[UE], soap, torch (3), trail rations (10), 109 gp, 1 sp
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Special Abilities
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Arrow magnet Redirects small projectiles passing through adjacent squares to self.
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Looks decent. I'll just have to figure out how to toss you in.


Pathfinder Adventure Path Subscriber

I thought so. Don´t want to step on others toes.
I´ll give the character and story some thought and decide on what to play.
How do you feel about untamed rager archetype for a barbarian and the Shadowdancer Prestige Class ?
Otherwise would be a tanky frontliner able to flank with the slayer, do some dirty trick maneuvers and some damage.


No shadowdancer.

We just got a fighter who looks to be high damage, so something tanky wouldn't be bad.

Though actually an honest arcane might be nice as well.


Pathfinder Adventure Path Subscriber

Mh i see.
I could be interested in either an arcanist or a caster bard. Perhaps even a sorcerer.

Do you have any hints there about the campaign?
Like if it is undead heavy, enchantment worth it or not, or more looking for blasts etc?


To be quite honest it seems almost completely random. It's a very quirky module. There has been a good number of undead, but also constructs, elementals, and humanoids. The humanoid encounters are usually trivial however.


Anything that can ID items and provide buffs would be good.. Bard/Wizard or whatever would be a nice welcome..

The fighter has a solid build with decent ac, which i can buff considerably more with a few extracts..


Some buffing is always nice, but a caster should always be able to deal out the damage!


Pathfinder Adventure Path Subscriber

I´ve been looking over things and i see some options there that might fit and be fun. I have some further questions though:

-is the starting level now 8?
-how do you people feel about necromancy (without the hordes)?
-would a psychic or a mesmerist also be ok?


Yes, starting level 8, appropriate WBL.
Generally don't much care for necromancy, though if it's just the spells I don't really care since we lack a paladin. Trooping around with undead, not so fond of.
I'm not too familiar with the Occult stuff, but you are welcome to try it.


WabbitHuntr aka Sorek here. . If you are still looking for Arcane help, Ravarel see profile... might be able to help. . Currently 3rd level but I have the progression all planned out and so can easily be updated to whatever level you want.

1 level of crossblooded sorcerer the rest school savant arcanist

If you've already picked someone... No harm no foul. Just noticed the recruitment thread and got curious


Pathfinder Adventure Path Subscriber

Cool! Then i have this to offer:

Gnome Mesmerist:

Gnome mesmerist 8 (Pathfinder RPG Occult Adventures 38)
CG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 size)
hp 75 (8d8+32)
Fort +6, Ref +11, Will +12; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 agile scorpion whip (aa) +12/+7 (1d3+5)
Ranged mwk hand crossbow +12 (1d3/19-20)
Special Attacks bold stares (disorientation[OA], psychic inception[OA]), hatred, hypnotic stare (-3), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 9/day (gift of will, mesmeric mirror, psychosomatic surge, shadow splinter, spectral smoke), painful stare (+4 or +2d6)
Spell-Like Abilities (CL 8th; concentration +13)
. . 1/day—dancing lights, ghost sound (DC 17), prestidigitation, speak with animals
Mesmerist Spells Known (CL 8th; concentration +13)
. . 3rd (3/day)—invisibility sphere, loathsome veil[UM] (DC 20), greater oneiric horror[OA] (DC 20)
. . 2nd (5/day)—blistering invective[UC] (DC 17), hypnotic pattern (DC 19), inflict pain[OA] (DC 17), oneiric horror[OA] (DC 19)
. . 1st (6/day)—color spray (DC 18), mental block[OA] (DC 16), paranoia[OA] (DC 18), silent image (DC 18), vanish[APG] (DC 18)
. . 0 (at will)—detect magic, ghost sound (DC 17), light, mage hand, prestidigitation, read magic
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Statistics
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Str 8, Dex 18, Con 16, Int 10, Wis 10, Cha 20
Base Atk +6; CMB +4; CMD 19
Feats Effortless Trickery, Spell Focus (illusion), Taunt[APG], Weapon Finesse
Traits excitable, trickster
Skills Acrobatics +5 (+1 to jump), Appraise +4, Bluff +19, Diplomacy +11, Disguise +9, Escape Artist +10, Intimidate +15, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +12, Sense Motive +4, Sleight of Hand +7, Spellcraft +4, Stealth +20, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ consummate liar +4, fey magic, gnome magic, touch treatment 8/day (Moderate)
Combat Gear runestone of power (1st)[ACG], wand of cure light wounds, air crystal, antiplague[APG], antitoxin; Other Gear +1 shadow chain shirt, +1 agile scorpion whip (aa), mwk hand crossbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +1, bandolier[UE], bedroll, belt pouch, blanket[APG], canteen[UE], canvas (10'x10'.), chalkboard[APG], eternal candle, fishhook, flint and steel, grappling hook, poncho[UE], silk rope (50 ft.), soap, umbrella[UE], 1,349 gp, 2 sp, 9 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Consummate Liar +4 Counts as Combat Expertise for some feats.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (180 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+4 or +2d6) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Runestone of power (1st, 1/day) Use the power of the runestone to cast a 1st-level spell.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Touch Treatment (Moderate, 8/day) (Su) Remove certain conditions from creature touched.
Trickster +1 trait bon to CL for duration, range, and area of illusion spells.

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Or this for more blasting and control:

Half-Orc Kineticist:

Half-orc (mystic) aerokineticist 8 (Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 22, touch 17, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 luck)
hp 99 (8d8+56)
Fort +15, Ref +13, Will +8
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Offense
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Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Spell-Like Abilities (CL 8th; concentration +8)
. . Constant—feather fall
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, magnetic infusion, snake, torrent (DC 18)
. . Blasts—air blast (4d6+10), electric blast (4d6+3 electricity), thunderstorm blast (8d6+14 ½ electricity and ½ bludgeoning)
. . Utility—aerial evasion, air cushion, basic aerokinesis, celerity, skilled kineticist, wings of air
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Statistics
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Str 8, Dex 18, Con 22, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +5; CMD 23
Feats Endurance, Extra Wild Talent[OA], Iron Will, Point-Blank Shot, Precise Shot
Traits fate's favored, reactionary
Skills Acrobatics +14, Fly +19, Heal +5, Intimidate +4, Knowledge (local) +4, Knowledge (nature) +11, Knowledge (planes) +2, Perception +16, Stealth +13, Use Magic Device +8; Racial Modifiers +2 Knowledge (local)
Languages Common, Draconic, Orc
SQ burn (2 points/round, max 9), elemental overflow +2, expanded element (air), gather power, infusion specialization 2, internal buffer 1, orc blood
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +1 mithral chain shirt, belt of physical might +2 (Dex, Con), cloak of resistance +1, eyes of the eagle, handy haversack, headband of inspired wisdom +2, ring of protection +1, ring of sustenance, 1,900 gp
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Special Abilities
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Aerial Evasion (Su) Gain evasion when activated
Air Blast (Sp) Level 4; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 2/round (8 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Constantly under the effects of air bubble.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Electric Blast (Sp) Level 4; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extended Range Kinetic blast has range of 120ft.
Fate's Favored Increase luck bonuses by 1.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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 melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Snake Blast can bend around corners.
Thunderstorm Blast (Sp) Level 4; Burn 2
Torrent (DC 18) Blast becomes a 30' line
Wings of Air (Sp) You are constantly under the effects of fly.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Second one would have been a sylph originaly, since i think it´s a very thematic fit. But you seem to prefer Core races, so i don´t want to stretch it and half-orcs are cool too.
That´s two options i would currently have a lot of fun roleplaying i think. While i could build a powerful wizard or arcanist, i´m already playing one and it doesn´t appeal to me so much at the moment, sorry.
I could get behind playing a bard, focusing on support and casting, but the mesmerist is very similar, only focusses on debuff and control instead. The kineticist is like a limited caster focussing on blasting and some utility. There´s an option to give others haste and conditions can be applied to foes too.


I guess I started this with 6 people, so we can go back to that. We'll take the three. Ravarel, get your build up to 8th.

Hayato, you can pick the one you prefer. The mesmerist would likely step on fewer toes (as the alchemist does the blasting), though the build looks like it would have issues against undead.


Great, thanks for having Ravarel. I'll get him updated to 8th today.

I see no crafting allowed. Does that apply to an Arcane Bond item as well?


Hey DrBuzzard, it looks like you're pretty full up but you should drop me a line if that ever changes. I'd be interested in trying this module out with whatever class the party needed. You can check my campaigns tab to see my posting style; I'm DMing two campaigns on these boards currently. Like you, I'm a postaholic.


No crafting is no crafting.

Mooshy, I will keep you in mind.


Pathfinder Adventure Path Subscriber

The mesmerist has a speical ability:
Psychic Inception (Su) The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.

But i could actually change the build to take a metamagic feat - threnodic spell - or just buy that rod.

I´m cool with playing both. Any suggestions or wishes from the party?
Rafarel is probably a master at spellcraft to identify items right?
Else i could invest there too a bit.

Side question: As what kind of terrain counts the monastery and surroundings?


@Hayato. . Ravarel will have max ranks in Spellcraft

Grand Lodge

Ok, fighter house rules,
2 extra skill points per level
5 extra class skills
1 other good save
vital strike gets the whole feat tree, meaning?
Am I missing anything else?


Also you don't have to be a dwarf to take shatterspell. I may have missed saying that one.


Raverel has been updated to 8th. still some fine tuning to do but you can take a look at him and see what he'll be contributing to the party. concerns suggestions are welcome


Curtis updated.


Is this planned as a one and done module? Or is there potential to continue with these characters.

I ask because if this is a one-off I will take a Familiar as my Arcane Bond. If we may continue after completing this module I will bond an item for crafting at a later time.

Or should I just take the familiar now and if you decide to continue with this group refluff the arcane bond?


Interesting question.

I don't currently have plans to run another past this one. However this one is bloody immense. There's 300+ rooms in it. The party has done maybe 25% .


Yes, from what I recall for a short module it has a LOT in it! Real old school.


Pathfinder Adventure Path Subscriber

So, should we move to the discussion or gameplay thread?
I reckon you want to introduce us in some way?

Since it seems that the arcanist also focusses on blasts, i´ll go with the mesmerist.


If everyone is ready I will introduce in gameplay.


I think I am ready.


ready

is it ok if I take the greensting scorpion as my familiar and if we get to 9th and crafting becomes allowed...dismiss the familiar and attune an arcane bond?

Will there be down time?

just trying to make my decision for now easy as you are not certain how this group will proceed after this module.

if not ...no problem I'll just have to put more thought into it b4 deciding


Pathfinder Adventure Path Subscriber

I´m working on some last characters details, should be ready soon.


This module is a dungeon crawl on a clock. There will be no appreciable downtime, so crafting really isn't possible.


Pathfinder Adventure Path Subscriber

The lack of cool gnome and halfling avatar pics here is a thing.

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