The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


151 to 200 of 1,142 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

What it says on the tin; Caffiene addict 20

I say we've worked together before. It'll save us a lot of trouble.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Here's my character, obviously a work in progress.

Going to go for a sort of jack of all trades, as at this level I can do a lot via spells and magic items.


Just to let you guys know, I'll probably be using Fiendish Codex I: Hordes of the Abyss, items from Necromancer Games and other resources for some parts of this game since Paizo has not published epic rules or gives stats to many of the higher level demons.

I understand their reasoning, but that doesn't help us too much. I like the idea of their being demons and demon lords that are within reach of the PCs earlier on rather than all of them having more than 30 CR.

Otherwise, I'm looking forward to what you guys come up with with your characters and backstories.

EDIT: I'll still be using Paizo demons such as Deskari, but some of the minor demon lords you face earlier will be pulled from 3x material.


Male Human Varasian Chirgun 18

As a Man of the Healing Arts I would have been glad to aid this band of heroes and keep them standing. So count me in for having worked together.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I say we worked together as well; that would be far simpler.

GM_Arbiter wrote:


I was unaware of the "no speaking" clause on the level 17 ability. I don't think that using a helm of telepathy violates that since it specifically refers to speaking. It will make roleplaying your character a bit more difficult, so I'll leave the decision up to you.

It does hurt to lose evasion and improved evasion, to my mind. Be sure you like what you are getting in return.

Yeah, I completely forgot about evasion until today. But I'm looking into the Ring of Evasion. I think that's gonna be quite the necessity.

"As far as defining how I'll speak in telepathy, I would write it as such." It's typical thought mode except with bold.

His persona is more aloof anyway. But if we go with the "already know each other bit" then I can see him speaking to the others normally. This guy's never gonna be the life of the party, but he'll talk.

Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.


Just to share some background for this game that everyone would probably know:

The game begins during the Fourth Mendevian Crusade, which was sparked by a powerful balor known as the Storm King. He and his forces were able to damage one of the wardstones that protect Mendev and invade. The incursion was pushed back, but the Storm King was not defeated. Even now he rallies more troops, demons and sycophants alike, to his banner.

Meanwhile, Mendev is a land divided.

Enigmatic creatures within the Estrovian Forest kill mortal and demon alike, depriving the country of a convenient source of timber and wild game.

The call for troops to fight in a new crusade has attracted a large number of foreigners, including untested youth, greedy mercenaries, unscrupulous merchants, camp followers and the occasional demonic cultist.

Much ill will remains after the third crusade, which turned into an internal witch hunt that still divides the region. The original tribal inhabitants of the land claim it was an attempt at genocide, while the pious maintain the natives had turned to demon worship.

The country is ruled by Queen Galfrey, Sword of Iomedae, in name only. Her concrete authority stretches to the walls of the fortress capital of Nerosyan. Outside those limits, her word is not law, so much of her time is spent in political maneuvering to keep the various commanders throughout Mendev working toward a common goal.

The result is the current crusade is one of the least organized, a fact that some of the more righteous commanders blame on the influx of the so called "low templars," people who fight outside of an organized religious army.

Mendev is the perfect place to make a buck, start a fight or become a world-renown hero. It's also the place where many thousands of people are going to die.


Javell DeLeon wrote:
Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.

That's up to the group, not me. If AC is your main concern, the tower shield archetype is probably a good bet. That's 10 base + 9 full plate + 4 shield + 5 enhancement to plate + 5 enhancement to shield + 5 natural armor + 5 deflection + 1 Dex (maybe more, depends). That's 44 before you add in bonuses from spells such as Haste. The armor master only loses a few points of AC for DR, which is really nice.

A Vavakia Demon is CR 18. It has these melee attacks in addition to its spellcasting abilities.

+1 unholy ranseur +28/+23/+18/+13 (3d6+17/×3) or bite +27 (3d6+11 plus smoking wound), 2 claws +27 (1d8+11), tail slap +27 (2d8+16 plus stun).

Feel free to take a look at some of the creatures in the bestiary to get an idea of what the party might run into if that helps you make a decision.


m Orc 8 Fighter / 2 Champion
Javell DeLeon wrote:


Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.

Actually, it seems as if the whole crew is invested in stealth. If you bring in a fully armored guy it would probably hurt our capabilities. I like the idea of us being a covert ops team and having us all invested in stealth and speed is really a cool idea. Stick with the Monk, after all, it is your first choice.

I still think it is a fine idea to have our own troupe of "Low Templars" who are and have been for a while combating the demon hordes. I would personally think that our group has been not engaging in the genocide of the 3rd crusade, but rather found the business detestable and ignored it and did what they claimed to do. Kill the demons. But even still, they got a poor reputation from both sides because the natives pigeonhole them with the other crusaders and the crusaders view them as rogue scum, and for my character's part, they might not be far off.

He will be loyal to the company, and by extension all of you. Not to mention the battles spent together and the friends you have lost have brought us closer together than those from our various backgrounds would have.

I'm still going to be throwing out group names until one sticks. The Company of the Silent Sting, The Wall of Kenabres, The Abyssal Hounds...


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:


+1 unholy ranseur +28/+23/+18/+13 (3d6+17/×3) or bite +27 (3d6+11 plus smoking wound), 2 claws +27 (1d8+11), tail slap +27 (2d8+16 plus stun)

Okay, I don't feel bad about having an AC of 43 (48 with Barkskin). So it can be high as a Monk too.

I actually don't have a problem at all with a silent Monk. I like the whole schtick you got going, and it will be fun to play with. We can have someone speak for you if you want to make a point, and I can imagine a whole Chewbacca kind of deal where other people wouldn't understand your intent, but the person who responds to you can inform everyone else whats going on by their response. Although we actually get your words, and its the NPC's who are out of the loop. No problem by me.


A stealth group can be very effective. Even in situations where the group is forced to travel a certain path (which does happen in part of the first adventure), you can still get a surprise round on the enemies.

Don't forget the Shadow enchantment for your armor if you want to go this route. It doesn't cost bonuses, just extra money.

3,750 gp for +5 Stealth
15,000 gp for +10 Stealth
33,750 gp for +15 Stealth


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:

A stealth group can be very effective. Even in situations where the group is forced to travel a certain path (which does happen in part of the first adventure), you can still get a surprise round on the enemies.

Don't forget the Shadow enchantment for your armor if you want to go this route. It doesn't cost bonuses, just extra money.

3,750 gp for +5 Stealth
15,000 gp for +10 Stealth
33,750 gp for +15 Stealth

Would you allow those enchantments to be put on Bracers of Armor?


Yes, in my games I do allow that.

In fact, Bracers of Armor can have up to +8 in bonuses. This can be all armor (the normal method), or a mix of armor and other armor enchantments (such as fortification) in the normal Pathfinder rules. Therefore, I allow characters to put any of the armor enchantments that just cost money on the Bracers of Armor.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I didn't think about the whole Stealth issue. Not that the armor guys couldn't invest in the Shadow, greater armor special ability, but that cost money.
And let me tell you, I have both built in herolabs and the cost for the weapons and armors alone for each guy are so dang high! It's tough to afford anything else! :P

I think he'll be kind of interesting myself. I got mine at an AC of 49 normally. (But just for the record, I've managed him up to a 62 AC) :)

So what are your thoughts on the helm of telepathy?(As pure fluff, it'll be a normal looking, gray wide brimmed hat of telepathy.) I actually have that planned for, but if you guys think it not necessary, then I can roll without it. I can easily find something else to acquire. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Man, this is what I get for taking to long to post. :p

Now in regards to you allowing cost being added to bracers; that's just freaking cool!

There was some things I wanted to add but didn't because it says you can't add anything that has a cost on it to bracers. It has to have a + something or other.

Cool.

Have to go back and adjust....


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

I've worked out most of my spending list, Armor, Shield, Bow, Sword, Belt of stats, Helm of stats, and some odds and ends I'm fond of or that work with this character. Still not finished, and depending on final stats, may switch some stuff around.

I'll have solid AC, nothing insane, but I can also boost via Judgements and spells. Especially since I can do three Judgements at a time.


I realize the normal pathfinder rules are against adding things to your Bracers that just cost money, but I've never really seen a logical reason for that other than "we want to punish the rogue."


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I have no idea why they do that. It's armor, why can't you use armor special abilities?!

Doesn't make a lot of sense to me either.

I'm kinda curious to know their reasoning behind it.


Javell DeLeon wrote:

Yeah, I have no idea why they do that. It's armor, why can't you use armor special abilities?!

Doesn't make a lot of sense to me either.

I'm kinda curious to know their reasoning behind it.

I assume it's meant to limit high Dexterity classes, since that ability score adjusts AC, Touch AC, Initiative, Reflex saves, ranged attacks, melee attack roles with finesse, and even melee damage for those who do certain feats/build.

A character the focuses on Strength to the same level only gains melee hit, melee damage and ranged damage on thrown items (which have a much shorter range than bows).


m Orc 8 Fighter / 2 Champion

I am imbedding Ioun stones in both arms, underneath my bracers of armor to hopefully obscure casual scans for magic. I actually put one cracked pearly white under each arm. I know they don't stack, but they do provide redundancy. Thus if one is discovered, or one arm is even cut off, or he is cut in half, he can still come back from that without necessity of spending diamond dust. He would need both arms cut off and be reduced to negative hitpoints in order to be killed.

TCG. If I purchase Gravity Bow for you, could you cast it on my Ioun stones of Spell Storing when you have open slots for the day? With that and a Ki point, I can do 4d8 damage with each arrow for base damage. I will likely save it for heavy combat times, so I wouldn't even use it every day.


What it says on the tin; Caffiene addict 20

Note the bold: ;-(

Gravity Bow
School: transmutation
Level: ranger 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D) (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.


m Orc 8 Fighter / 2 Champion

Note the Bold :-)

Ring of Spell Storing, Minor
Aura faint evocation; CL 5th

Slot ring; Price 18,000 gp; Weight —

Description
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.


Male Pale Master

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Oterisk wrote:

Note the Bold :-)

Ring of Spell Storing, Minor
Aura faint evocation; CL 5th

Slot ring; Price 18,000 gp; Weight —

Description
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

lol

in that case, sure. no prob.


Yup, that's why it takes up a ring slot. It's badass.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Made some progress on my character sheet. Its still very much a work in progress. WOrk has been busier than I expected. Also need to change the photo. It too closely resembles another of my alts. lol


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:
Yup, that's why it takes up a ring slot. It's badass.

Actually, the Ioun Stone doesn't take up a ring slot, but its also more limited. It can only hold one level 1 spell, but it otherwise works like a ring of spell turning.

I bought two.


Oterisk wrote:
GM_Arbiter wrote:
Yup, that's why it takes up a ring slot. It's badass.

Actually, the Ioun Stone doesn't take up a ring slot, but its also more limited. It can only hold one level 1 spell, but it otherwise works like a ring of spell turning.

I bought two.

Yeah, I was referring to the ring, but both are good.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

ALright, Brother. You are imbued with spell ability. Pick two first level and one second level clerical spell. You can cast each of those once or until I renew them. The caster level of that is 15. Choose wisely.

Edit: Healing spells are always good, but If I could also recommend

Any of the Protection from Evil line of spells

Detect Evil/chaos/charm

Instant Armor CLR2
Blessing of Courage and life Clr2
Align weapon Clr2
Aid Clr 2

Weapons against evil CLr1 <--Two gold stars for this one
Shield of Faith Clr1
Liberating command Clr1
KNow thy enemy Clr1
GOrums armor Clr 1
Air bubble Clr 1


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Abundant Amunition CLr 1


Sparel Radtymah wrote:
Abundant Amunition CLr 1

An adundant quiver would be a cool and cheap magic item.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Ok, my sheet is 95 % done. I need to tweak a few things and add some mechanical notes (like telekinetic CMB), but otherwise it's basically done.

Feel free to ask any questions you need. Also everyone feel free to double check my numbers. I'm confident, but playing with two caster lists is a bit daunting.

Note to ALL: I do not have mats to res people. Sorry. I'm going to assume we just got back from a mission and i'm out of diamond dust. Dying would be bad.

However, for the price of 1000GP you can have a clone ready to go on my demiplane.


Male Weremonkey Rogue/Ranger/Trickster

I'm starting to build my character, and I'm noticing a serious problem: my stats are going to suck. With only a 15 point buy, I can't get anything really decent, and even with +4 to everything via items, only my Wisdom is going to be solidly high. Unfortunately, the Inquisitor is kinda MAD, needing good Str and Con along with decent Dex plus a high Wis. Int and Cha can suffer a bit, but not too badly.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Monkeygod wrote:
I'm starting to build my character, and I'm noticing a serious problem: my stats are going to suck. With only a 15 point buy, I can't get anything really decent, and even with +4 to everything via items, only my Wisdom is going to be solidly high. Unfortunately, the Inquisitor is kinda MAD, needing good Str and Con along with decent Dex plus a high Wis. Int and Cha can suffer a bit, but not too badly.

I had to buy a wis item just to be able to cast all my spells.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Oterisk wrote:
I am imbedding Ioun stones in both arms, underneath my bracers of armor to hopefully obscure casual scans for magic. I actually put one cracked pearly white under each arm. I know they don't stack, but they do provide redundancy. Thus if one is discovered, or one arm is even cut off, or he is cut in half, he can still come back from that without necessity of spending diamond dust. He would need both arms cut off and be reduced to negative hitpoints in order to be killed.

LOL! I just died on this! I love how you say this matter-of-factly! This is what I hear: "Well, if my arm gets cut off, no biggie. I have another one. If both my arms get cut off, then still no problem, 'cause I'm not in negatives yet. And I'll just bite 'em to death. (Monty Python anyone? :)) Now, the real trick is, to have them cut me in half. If they do that, then that's on them. I still have my arms. So I'm good. I'm good." :)

The ioun stone business under the armpits (barring the smell ;)), is a pretty cool idea.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

Okay. Talk to me on how this Telepathic bond works. That actually sounds kind of interesting. And will get back to you on the AC...


Male Weremonkey Rogue/Ranger/Trickster

Also,
I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Javell DeLeon wrote:
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

Okay. Talk to me on how this Telepathic bond works. That actually sounds kind of interesting. And will get back to you on the AC...

Per the spell, but permanency only bonds two people permanently per permanency. It's like talking, only it'll be in your head.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Monkeygod wrote:

Also,

I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.

You may want to reconsider your build. Maybe you could do a dervish ranger with a few dips into Monk for fun abilities?


Male Weremonkey Rogue/Ranger/Trickster
Sparel Radtymah wrote:
Monkeygod wrote:

Also,

I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.

You may want to reconsider your build. Maybe you could do a dervish ranger with a few dips into Monk for fun abilities?

Nah, I should be alright, Inquisitor is currently one of my favorite classes, and I really wanna try out one at high level. Just pointing out what could be an issue..

Maybe not though, who knows.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Okay. This is the guy I built about two years ago for a pbp that died before it started. Having that happen is what taught me to NEVER again post as a newly created pc in the OOC thread. At this point it doesn't matter, but until the game has actually started, I won't do it.

Anyway, ignore the builds. The main one is ninth level. The one at the bottom is like 11th. I refuse to erase the main one due to the time it took me to create that cat. (FOR-EEH-VOR!) It was when the iconics were being posted on the boards. I copied it exactly as Sajan was copied.

Now as far as the 62 AC: Now this includes applying everything under the sun. (Including the kitchen sink. But no spells) ;)

+10 AC to start
+9 AC Wisdom.
+4 AC due to Monk special ability at 4th level and/4 levels.
+7 Bracers.
+1 Natural armor due to Iron Monk(Monk of the Sacred Mountain ability)
+2 Improved Natural armor feat taken twice
+4 Amulet of Natural armor
+5 Ring of Protection
+4 Ki Defense (dodge)
+2 Stand in place(Monk of Mountain ability again) (shield bonus)
+6 total defense (dodge)
+1 crane style dodge bonus when fight defensively or total defense
+4 Dexterity
+1 Dodge(feat)
+2 insight bonus due to Vow of Silence
---
+62 :)

Man I'm glad you asked, because when I looked at it, I was only coming up with 59. And then at one point I managed only 56! After looking and looking, I finally found it all. Whew!

I'll admit I'm on the fence on the Improved Nat armor feats. I think it fits his character pretty well, but there may be something else I think may be a bit more helpful, honestly. Not that a higher AC isn't helpful, but it does appear as if it could be a bit much. (I say that now, but when demon dude bust out with a roll that just matches my AC, I'm gonna be like; "NOOOOOOO!" Meh, we'll see.

I'll take any input on feats if you guys want to throw some out there. It's possible I could be missing a good one somewhere; one (or several) that I don't know about.


I should be home soon, and I'll post some of the iconics at around this level. It should help a bit. Like I said before, this is a test of high level play based on the existing rules. Part of that is 15 point buy. According to the rules, changing that means I should also change how the NPCs are built to compensate.

The normal heroic array of stats is 15, 14, 13, 12, 10, and 8 just like it was in 3.0. If it appears you guys cannot hit the broad side of a barn, I'll take another look at the numbers.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

On the subject of telepathic bond. It looks as if it can be dispelled, right?

And as far as that goes, if a creature cast dispel magic at you, would it automatically dispel that spell? Or would they have to target it specifically?

Furthermore, say they don't know about the spell being active, is that even pertinent? Is it necessary to know that a spell is there for it to be dispelled?

Sorry about all the questions. Just trying to cover all the bases, if possible.


Imrijka, female half-ord inquisitor 1 (iconic): Str 16, Dex 12, Con 13, Int 10, Wis 15, Cha 8.
AC 17, Touch 11, FF 16 (+5 armor, +1 Dex, +1 shield), HP 10, Fort +3, Ref +1, Will +4
Attacks: +3 morningstar (1d8+3), +3 spiked gauntlet (1d4+3), +1 shortbow (1d6+3)
Skills Climb –2, Intimidate +9, Knowledge (dungeoneering) +4, Knowledge (religion) +4, Perception +6, Sense Motive +7, Survival +6

Alahazra, female human oracle 1 (iconic): Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 17.
AC 16, touch 13, FF 13 (+3 armor, +2 dex, +1 dodge). HP 8, Fort -1, Ref +2, Will +3

Feiya, female human witch 1 (iconic): Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13.
AC 12, touch 12, FF 10 (+2 dex), HP 8, Fort +1, Ref +4, Will +2.

Level 1 Human Cleric from Beginner's Box: Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12
Level 1 Human Fighter from Beginner's Box: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Level 1 Elven Rogue from Beginner's Box: Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 10
Level 1 Human Wizard from Beginner's Box: Str 12, Dex 10, Con 13, Int 17, Wis 14, Cha 8

High level examples will come soon.


m Orc 8 Fighter / 2 Champion

Well, my flurry BAB when I am using Deadly Aim is a +30 and so on. Which means I hit that demon you posted with a 3 or better on my highest shot, but only because I have a demon bane weapon, I assume most of us will. But the Zen Archer is not MAD, the only thing I really need is Wisdom. Other people who are more MAD might have more difficulty hitting things.

Speaking of high wisdom, I recommend the guided property for melee weapons. Also I think everyone's main weapon should be at least a +5 to overcome their damage reduction, a +6 preferable in case we run into anything that has Epic damage reduction.


Here are some examples closer to your characters' current level. One of then is a MAD class, the paladin.

Seelah, female human paladin of Iomedae 17:
Str 20, Dex 10, Con 18, Int 8, Wis 14, Cha 18.
183 HP, AC 36, touch 15, FF 36, Saves Fort +23, Ref +14, Will +21, DR 5/evil, auras, immunities, etc.,
Offense: Melee +4 cold iron holy longsword
+27/+22/+17/+12 (1d8+9/17–20)
Ranged +3 holy composite longbow
+20/+15/+10/+5 (1d8+8/×3)
Base Atk +17; CMB +22; CMD 37
Special Attacks
channel positive energy (DC 22, 11d6), smite
evil 6/day (+4 attack and AC, +17 damage)
Spells (CL 14th, Conc. +18)
4th—death ward, neutralize poison
3rd—daylight, dispel magic, prayer
2nd—remove paralysis, resist energy (2), shield other
1st—divine favor (2), endure elements, lesser
restoration (2)

Skills
Knowledge (religion) +10
Perception +13
Sense Motive +20
Feats
Blind-Fight, Cleave, Extra Lay On Hands,
Improved Critical (longsword), Improved
Initiative, Improved Vital Strike, Power
Attack, Step Up, Vital Strike, Weapon
Focus (longsword)
Special Abilities
detect evil at will, divine bond (weapon
+5, 4/day), divine grace, lay on hands
(8d6, 14/day), mercies (blinded, cursed,
diseased, sickened, stunned)

Combat Gear potions of fly (2), potion of protection from energy, wand of cure serious wounds (50 charges), wand of restoration (20 charges); Other Gear +5
improved cold resistance full plate, +5 light fortification heavy steel shield, +3 holy composite longbow (+5 Str) with 20 arrows, +4 cold iron holy longsword, belt
of physical might +4 (Str and Con), boots of speed, cloak of resistance +5, glove of storing, pink and green sphere ioun stone, phylactery of positive channeling,
ring of feather falling, ring of protection +5, backpack, silver holy symbol, rations (10), 450 gp

Harsk, male dwarf ranger 17:
LN, +5 Init, Speed 20, Str 18, Dex 20, Con 18, Int 10, Wis 14, Cha 6, HP 166, AC 35 (+4 vs giants), Touch 20, FF 30, Fort +14, Ref +15, Will +9;
+2 vs. poison and spells; Defensive Abilities - improved evasion

Offense
Melee +3 adamantine dwarven thrower
+24/+19/+14/+9 (1d8+7/×3)
Ranged +4 flaming burst heavy crossbow
+27 (1d10+4 plus 1d6 fire/17–20)
Base Atk +17; CMB +21; CMD 41 (45 vs.
bull rush and trip)
Special Attacks favored enemy (humanoid
[giant] +8, undead +6, dragon +4,
aberration +2), quarry, +1 on attack rolls
against goblinoids and orcs
Spells Prepared (CL 14th, Conc. +16)
4th—freedom of movement
3rd—cure moderate wounds, neutralize poison
2nd—bear's endurance, protection from energy, spike
growth (DC 14), wind wall
1st—delay poison, longstrider (2), pass without trace,
resist energy

Skills
Climb +24
Heal +22
Knowledge (geography) +20
Knowledge (nature) +20
Perception +27
Stealth +25
Survival +22
Feats Deadly Aim, Diehard, Endurance,
Far Shot, Improved Critical (heavy
crossbow), Improved Precise Shot, Iron
Will, Pinpoint Targeting, Point Blank
Shot, Precise Shot, Rapid Reload (heavy
crossbow), Shot on the Run, Vital Strike,
Weapon Focus (heavy crossbow)
Special Abilities camouflage, darkvision
60 ft., favored terrain (cold +6, mountain
+4, underground +2), hide in plain sight,
hunter's bond (companions), swift tracker,
track +8, wild empathy +15, woodland stride

Combat Gear +5 bolts (3), +1 brilliant energy bolts (20), giant-slaying bolts (5), potions of cure serious wounds (4), potions of fly (2), potions of meld into stone
(2); Other Gear +4 mithral breastplate of invulnerability, +4 flaming burst heavy crossbow with 30 bolts, +3 adamantine dwarven thrower, masterwork
silver dagger, amulet of natural armor +5, belt of physical might +4 (Str and Dex), boots of the winterlands, cape of the mountebank, eyes of the eagle, handy
haversack, efficient quiver, ring of minor cold resistance, ring of protection +5, rations (7), signal whistle, teapot, 801 gp

Merisiel, female elf rogue 17:
Chaotic Neutral, Init +12, Speed 30, Str 12, Dex 27, Con 12, Int 10, Wis 13, Cha 10. Defense HP 97, AC 34, Touch 21, FF 28, Fort +11, Ref +23, Will +11; +2 vs. enchantment; Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5

Offense
Melee +5 keen rapier +26/+21/+16
(1d6+6/15–20)
Ranged +4 returning dagger +24
(1d4+5/19–20)
Base Atk +12; CMB +13; CMD 37
Special Attacks sneak attack +9d6
Special Qualities
immune to sleep, low-light vision, rogue
talents (bleeding attack +9, defensive roll,
finesse rogue, improved evasion, resiliency,
slippery mind, surprise attack, weapon
training), trapfinding +8

Skills
Acrobatics +28
Bluff +20
Climb +21
Disable Device +32
Escape Artist +34
Intimidate +20
Perception +23
Sleight of Hand +28
Stealth +28
Feats
Acrobatic Steps, Dodge, Improved
Initiative, Improved Vital Strike,
Mobility, Nimble Moves, Quick Draw,
Spring Attack, Vital Strike, Weapon
Finesse, Weapon Focus (rapier)

Combat Gear potions of cure serious wounds (2), potions of protection from energy (2); Other Gear +5 shadow slick studded leather, +4 returning daggers (2), +5
keen rapier, masterwork daggers (10), amulet of natural armor +5, bag of holding (type II), belt of incredible dexterity +6, cloak of resistance +5, ring of invisibility,
ring of protection +5, rope of climbing, slippers of spider climbing, vest of escape, polished jade worth 100 gp, rations (5), 183 gp

Seoni, female human sorcerer 17:
Lawful neutral, Init +8, Speed 30, Str 8, Dex 18, Con 12, Int 10, Wis 14, Cha 26; HP 104, AC 30, Touch 20, FF 25, Fort +15, Ref +18, Will +21; SR 18; Special Abilities arcane bond (skink familiar named Dragon), bloodline arcana, metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells)

Spells (CL 17th, Conc. +25)
8th (5/day)—clenched fist, incendiary cloud (DC 26), mass
charm monster (DC 26), power word stun
7th (7/day)—delayed blast fireball (DC 29), finger of death (DC
25), greater teleport, prismatic spray (DC 29)
6th (7/day)—acid fog, chain lightning (DC 28), disintegrate
(DC 24), globe of invulnerability, greater dispel magic,
true seeing
5th (7/day)—cone of cold (DC 27), dismissal (DC 23), hold monster
(DC 23), overland flight, telekinesis (DC 23), wall of force
4th (8/day)—charm monster (DC 22), dimension door, fear
(DC 22), fire shield, greater invisibility, stoneskin, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 25),
haste, lightning bolt (DC 25), slow (DC 21)
2nd (8/day)—false life, glitterdust (DC 20), invisibility, mirror
image, scorching ray, web (DC 20)
1st (8/day)—burning hands (DC 23), enlarge person, grease
(DC 19), identify, magic missile, shield
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC
22), light, mage hand, mending, prestidigitation, read magic
Bloodline arcane

Offense
Melee quarterstaff +7/+2 (1d6–1)
Base Atk +8; CMB +7; CMD 27
Skills
Bluff +26
Climb +2
Knowledge (arcana) +12
Knowledge (planes) +12
Perception +16
Sense Motive +4
Spellcraft +18
Use Magic Device +13
Feats
Alertness, Combat Casting, Defensive Combat Training, Dodge, Eschew Materials, Extend Spell,
Greater Spell Focus (evocation), Greater Spell Penetration, Heighten Spell, Improved Initiative,
Quicken Spell, Spell Focus (evocation), Spell Penetration, Toughness

Combat Gear potions of cure serious wounds (3), normal quicken metamagic rod, scrolls of break enchantment (2), scroll of flesh to stone, scroll of fly,
scrolls of protection from energy (2), wand of endure elements (50 charges), wand of magic missile (CL 9th, 50 charges), staff of fire; Other Gear dagger,
amulet of natural armor +5, belt of incredible dexterity +4, circlet of persuasion, cloak of resistance +5, headband of alluring charisma +6, greater ring of
cold resistance, ring of protection +5, robe of the archmagi, backpack, rations (7), 275 gp


Javell DeLeon wrote:
On the subject of telepathic bond. It looks as if it can be dispelled, right?

Yes, it can be hit with Dispel Magic or Greater Dispel Magic.

Javell DeLeon wrote:
And as far as that goes, if a creature cast dispel magic at you, would it automatically dispel that spell? Or would they have to target it specifically?

There is no automatic dispel; the caster must roll a caster level check. The caster can choose to target a creature to remove a single effect, target a specific spell to remove it or target an area and remove one spell from each person in the area. A greater dispel magic can remove one spell per four levels of the caster.

Here are the rules for how the check works. Please note that if you are fighting a spellcaster of the same level as the spell in effect, it's a 50/50 chance of the dispel working.

Dispel Magic:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

And now

Greater Dispel Magic:
argeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Javell DeLeon wrote:
Furthermore, say they don't know about the spell being active, is that even pertinent? Is it necessary to know that a spell is there for it to be dispelled?

A spellcaster does not need to know if a spell is in effect to use Dispel Magic on a target. Higher level spellcasters also have access to things like Arcane Sight, which allows them to see magic with a glance. This would allow them to specifically attempt to target a certain spell on a target (say Haste, or Greater Magic Weapon).

There are modules that includes directions for enemies to begin combat with Dispel Magic as part of their tactics section.

Let me know if this is confusing or you have more questions.


Please do not assume everything you fight will be part of the demon subtype. The first adventure is a little light on them, but it's tied into demonic politics. The next adventure includes a mix of creatures as well. Even the Pathfinder books on demons list all the various non-demon creatures the PCs and DMs should expect to find as part of a demonic cult.

It would be a bit boring to fight room after room of balors, after all. Getting your weapon up to +5 to hit and damage should be a higher priority than holy, demon bane, etc., since that will effect every creature you face off with.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Oterisk wrote:

Well, my flurry BAB when I am using Deadly Aim is a +30 and so on. Which means I hit that demon you posted with a 3 or better on my highest shot, but only because I have a demon bane weapon, I assume most of us will. But the Zen Archer is not MAD, the only thing I really need is Wisdom. Other people who are more MAD might have more difficulty hitting things.

Speaking of high wisdom, I recommend the guided property for melee weapons. Also I think everyone's main weapon should be at least a +5 to overcome their damage reduction, a +6 preferable in case we run into anything that has Epic damage reduction.

Yeah I'm going with guided for sure.

As far as attacks go, my offence is truly secondary to my defence. I can't come close to that kinda BAB. That's awesome!

That's the trade off, I guess.

I can't reach the +5 plateau. And heck, I don't even know where to begin to get to +6. How does that work?


Male Weremonkey Rogue/Ranger/Trickster

Hehehe, my Bane power is customizable :)

Question, just to so I am clear: Bane increases the weapons enhancement bonus by +2 and deals an extra 2d6 damage. But due to the enhancement increase it actually deals an extra 2d6+2, right? Or am I totally missing something??

Also, Holy deals the extra damage vs all creatures of evil alignment, so that's pretty useful.


Monkeygod wrote:

Hehehe, my Bane power is customizable :)

Question, just to so I am clear: Bane increases the weapons enhancement bonus by +2 and deals an extra 2d6 damage. But due to the enhancement increase it actually deals an extra 2d6+2, right? Or am I totally missing something??

You are correct, sir! A +5 bane weapon is effectively a +7 to hit and a damage vs the bane target, then you add another 2d6 to the damage done.

EDIT: The extra damage of the 2d6 does not increase on a crit. The extra damage from the +2 damage DOES increase on a crit.

Monkeygod wrote:
Also, Holy deals the extra damage vs all creatures of evil alignment, so that's pretty useful.

A very good point. Almost everything in the first module is evil. At higher levels, you run into a lot of evil creatures, and some neutral (usually constructs). There are a few neutral things (animals mostly) but not many.

151 to 200 of 1,142 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Worldwound Adventures Discussion All Messageboards

Want to post a reply? Sign in.