The Cults of the Sundered Kingdoms (Inactive)

Game Master brvheart

Adventure Path in the Lost Lands

Watch order:

Rhîan-nôn
Fibek
Tork
Grenz
Baaliantar
Oxnard

Marching order:

Wilderness
Oxnard - Tork
Rhîan-nôn - Fibek
Grenz - Bal

Dungeon
Grenz
Oxnard
Rhian-non
Fibek
Bal
Tork


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Halflings should make great Arcanists because of their DEX and CHA boosts.


Shogunto Heineous wrote:
So... Getting a +1 weapon and 650 is around 3000 gold. It's more than I used, but half of my gold went on my full plate. Can I keep my gear as it is or should I re-orc-anise (huh? huh?) it?

If you would prefer that to the magic weapon I guess that is ok, but where are you going to put 200 arrows? I also highly suggest getting a mount. You will be travelling overland some good distances.


Quinevere Thistlebloom wrote:
brvheart wrote:

She is a cleric of Freya. How could I complain about that? Not sure how the level of cavalier helps you but hey! She fits with the other new halfling in the party as well as Shogunto the half-orc! Pinvendor, what are you looking to play? I have a spot open for a wizard yet. They are interested in a blaster.

Cool. It was the cavalier dip I thought you might object to. The idea behind the cav level is that she can transfer teamwork feats to her wolves and her allies, to be a force multiplier of sorts. Would have to lose outflank for now downgrading her to level 3.

Seems like kind of a "new school" mechanics at work.

Ok, let's see the level three version before I say post in discussion. Also, as I said to the half-orc you guys will need mounts.


Unnamed Arcanist:
Unnamed Hero
Gnome arcanist 3 (Pathfinder RPG Advanced Class Guide 8)
NG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 11 (3d6+5)
Fort +2, Ref +2, Will +3; +2 bonus vs. negative levels
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +2 (1d2 nonlethal)
Special Attacks arcane reservoir (2/6), arcanist exploits (dimensional slide[ACG], potent magic[ACG], quick study[ACG]), consume spells, hatred
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—dancing lights, flare (DC 13), prestidigitation, produce flame
Arcanist Spells Prepared (CL 3rd; concentration +6)
. . 1st (5/day)—mage armor, magic missile, moment of greatness[UC]
. . 0 (at will)—acid splash, daze (DC 13), detect magic, flare (DC 13), mage hand
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 12, Int 17, Wis 10, Cha 17
Base Atk +1; CMB +0; CMD 11
Feats Combat Casting, Extra Arcanist Exploit[ACG]
Traits efficient packer, gifted adept
Skills Acrobatics +1 (-3 to jump), Appraise +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (planes) +7, Perception +5, Profession (scribe) +6, Spellcraft +9, Use Magic Device +9; Racial Modifiers +2 Perception, +2 Profession (scribe)
Languages Common, Dwarven, Elven, Gnome, Orc, Sylvan
SQ shadowhunter
Other Gear arcanist starting spellbook, 150 gp
--------------------
Tracked Resources
--------------------
Arcane Reservoir +2 DC or CL (6/day) (Su) - 0/6
Consume Spells (3/day) (Su) - 0/3
Dancing Lights (1/day) - 0/1
Flare (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Produce Flame (1/day) - 0/1
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dimensional Slide (30 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.

Preliminary build for review. HP is not accurate because I didn't locate how you want 2 & 3 handled. Average, max, roll? Also, I missed the Level 3 starting wealth, I believe, so no equipment purchased yet.

Anyway, please let me know what you think of the crunch. I'm also considering mocking up a classic evoker wizard for a comparison.

Backstory will be worked on as well, but 10 hour shift tomorrow and Super Bowl means it may not be written up this weekend. :)


House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only. Middle eastern races and weapons are ok
C) Classes are Core Only with some noncore on a case by case basis. Swashbuckler and Warpriest yes, Summoner and Witch no. I am willing to discuss others. I am not familiar enough with Unchained to use it as of yet.
D) Sources: Core Rules, Advanced Players Guide, ACG, Ultimate Combat and Ultimate Magic on DM approval on a case by case basis only.
Dunes of Desolation
Glades of Death
Dead Man's Chest
Into The Breach The Magus
A Brace of Pistols
Book of Lost Spells
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.

2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Dispel Magic is limited to +10 to the die roll. If you want higher than that, cast greater dispel.
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!


Pinvendor,

Roll for hp on levels 2 and 3. Reroll 1's. Decide on your choice of magical item from the list, equip, name and you may post in discussion. Approved.


Dotting
Please let me know if you are ok with this character before I go and adjust the stats and such. Thanks.


Per the PFD:

At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.


Also Zeladaris, Rhiannon as a witch has specialised on the wise woman and is extremly good with knowledges. I would prefer a dedicated cleric and some other.


Withdrawing
enjoy the game.


brvheart wrote:

Pinvendor,

Roll for hp on levels 2 and 3. Reroll 1's. Decide on your choice of magical item from the list, equip, name and you may post in discussion. Approved.

Looking over the stat block I paste above, it seems HeroLab didn't include the alternate gnome racial trait I selected.

PRD wrote:
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.

Just wanted to make sure you saw that in case it was an issue.

Level 2 HP: 1d6 + 1 ⇒ (6) + 1 = 7
Level 3 HP: 1d6 + 1 ⇒ (2) + 1 = 3


And if you go for Lava Gnome racial sub-type, you get darkvision too! :o


brvheart wrote:

Ok, let's see the level three version before I say post in discussion. Also, as I said to the half-orc you guys will need mounts.

Thanks brv. I've been busy with a recruitment for a new game so I'm not 100% sure if I'm going to be able to have time to be a player. I have to see how fast paced or slow the new game I started will be.

Here is how she would look at lvl 3 though.

1d8 ⇒ 4
1d8 ⇒ 5


Quinevere, you may post in discussion and join the group. Pinvendor, you still need to transfer your profile to your character and then you may post.


My search-fu has failed me (not very uncommon). What is this list you referred to describing magic items? And what is the money I have for gearing up aside from it?

In the middle of finishing up my character now coincidentally enough.


brvheart wrote:
Ok, now that I have figured out the treasure for the party I can give starting wealth. New characters can have the choice of a +1 weapon, amulet of natural armor or a ring of protection. Beyond that, you will have 650 GP for gear. I do not go by WBL, but I do pay attention to it. Sometimes you will be below it and then you find a big treasure later.

Found it! Ok, getting to work.


ok...HeroLab decided to hurt my feelings and crash after I was buying my final items... :_(

I will probably return to this later on, but my enthusiasm needs time to respawn. Ugh.


Update: So the file for the arcanist for whom I already provided the build got corrupted when HeroLab crashed. Completely lost. I'll have to rebuild it which shouldn't be hard just time consuming since I have 95% of the info I need listed above. I will get him rebuilt and provide the gear list when I get home tonight.

Sorry for the delay!


No problem pinvendor. I know HL can get testy sometimes!


Thanks for your patience. If you have any questions or need source links, please let me know. I realize since I have all options for PF in HL, I probably made a couple choices not directly included in the sourcebooks you declared as acceptable.

I'm more than happy to make any changes or provide source links if needed.


Whew! I think he's all ready.

Got a mount and a donkey for pack mule purposes! You'll want to check under the donkey for most of his gear as most would be carried by Kindling (the donkey) when traveling.

Going to do his backstory write up tomorrow.


Ok Zarzuzu, please post in discussion so that you can get to know the group. Just a note on quick study, you actually have to have your spellbook out in order to do this so it takes another move action to do so. We have an arcanist in our home game and yes she is also a gnome.


Hail and howdy. Crazy Half-Elf Smisher of Thingies That Say 'Grr' reporting. Minor Question for my character: As she is coming from another campaign, am I keeping the gears that I got from there or starting anew? I know you mentioned the yeti cloak is kinda thbbbt, but I'm curious about the rest.

I only ask because horsies are 'spensive and horsefeed is heavy.


As long as it is reasonable Paletress, buy what you need with up to 600 Gp. With the cleric leaving they have bought enough rations and feed for you and your mount for 4 weeks.


Should be good now. I'm keeping the doofy horse from before and adding in a packhorse.


Looks good enough for me Paletress. Come join in discussion and dot gameplay please.


We are still needing an old school style cleric for existing game, level 3. Preferably someone who understands what old school means.


I can make a fairly standard cleric fairly quickly, likely by the end of today or tomorrow.


I am interested in seeing that Simeon and anyone else that is interested.


Mmmm before I dive straight to saying that I am interested and submittingI soon -which I am- I need to ask what do you mean by old school cleric.

Coming from 3.5 edition to me that could mean a straight healing cleric, but it could also mean a caster/buffer with healing if need be or any of those options while clad in steel and trying his best to tank.

To be honest any of those options are nice on my book, but I have always found proactive defenses more interesting than healbot. I will start working on my submission while I wait for your answer!


If you are from 3.5 then you know that a cleric is so much more than a heal bot. In the right hands they are the most powerful character in the game!


Agreed!


the hard part is finding the right hands...


brvheart wrote:

If you are from 3.5 then you know that a cleric is so much more than a heal bot. In the right hands they are the most powerful character in the game!

Ah, Righteous Might and Divine Power... how beautifuly persisted you were. How many fighters you made whine!

Copy'd boss, I will return later. Got my eyes set upon Mitra (Can't resist Hyperborean deities, by Crom!).


Sadly, I will withdraw my intention of submitting a character. While the game does intetest me, I have hit a block and can't come up with anything that convinces me.

Good luck on your search of a divine hammer!

The Exchange

What exactly are the source books available and what needs DM approval?

Sources: Core Rules, Advanced Players Guide, ACG, Ultimate Combat and Ultimate Magic on DM approval on a case by case basis only.

Does that mean only Core available, anything else on DM approval (case by case) basis?

Or Core Rules, Advanced Players Guide, ACG, Ultimate Combat and Ultimate Magic all approved, anything else on a case by case basis?


Core rules and APG are all. The rest are case by case and generally have been allowed.


hey Mort!

The Exchange

*waves paw, rather distractedly*

Sort of busy at the moment, which does wonders for my patience, unfortunately it does slow me down when it comes to thinking...

The Exchange

I can do this.

Rough sketch at the moment.
Half orc separatist cleric worshipping Bacchus
Alignment:CN

Str 10
Dex 12
Con 13
Int 10
Wis 16
Cha 18

Traits: Reactionary, Sacred Conduit

Feats: Selective channeling, Versatile channeling

Tweaked racial traits: Sacred tattoo

A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. (Selecting variant channel to harm).

My original channel was positive energy, so I spon CLW.

Ale/Wine: Heal—Creatures ignore the nauseated and sickened conditions, as well as ability damage and drain from poison, until the end of your next turn. This does not bring back to life creatures killed by Constitution damage. Harm—Creatures are nauseated for 1 round. (DC 14 - 7/day)

Domains
Madness

The site indicates that Bacchus is the god of wine and madness, so I fail to see why you can't get madness as one of the domains.

And if allowed via separatist, Leadership domain

Skills: Profession(Drunkard) +6, and knowledge religion(moar ways to get drunk!)+5, Linguistics +5

Languages:Orc, Common, Auran, Terran

hp: 2d8 ⇒ (6, 8) = 14

Fort+5, Ref+3, Will+7

. . At will—Stabilize, Create Water, Light, Guidance
Lv 1 spells known (3/day): Cause Fear(x2), Magic weapon
Domain Spell - Lesser Confusion, touch of idiocy
Lv 2 spells known (2/day): Sound burst, Summon Monster 2

Domain powers

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6 uses/day)

Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Non core/APG stuff:separatist archetype, variant channeling, leadership domain

I would trade off ring of protection, all that stuff for a wand of clw, if allowed. I can work on gear later, but tell me if you have any issues with my character first.

Is first level full hp or do I need to roll that too?


Ok, considering the Baccae have succumbed to the madness of the grape, I see no reason not to allow madness as a domain. However, the other two known domains are chaos and luck not leadership. There is a shrine to Bacchus-Dionysus in Bards Gate. The rest of this looks fine. Full hp at level one roll for the other two reroll 1's.

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