The Hunt for a Coward (Inactive)

Game Master TheIronGiant6


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Dark Archive

You are going to kill the most powerful wizard in the world.

For centuries, this masked wizard has been ruling the land with complete anonymity, using his endless minions to watch over every town. Recently, an unknown event has caused each plane to separate from one another. While gods still take their worshipers to their planes after death, interplanar travel is now impossible. This means that now, this ruling wizard is vulnerable, stuck on the Material Plane. It is your job as the best adventurers in the world-

What do you mean, we already sent them? They died? Huh.

It is your job, as the NEW best adventurers in the world, to kill this tyrannical wizard once and for all!

Character Creation & Rules:


  • 25 Point Buy
  • Level 18
  • Core Races and Classes, but Paizo Archetypes and Spells
  • Max HP all levels
  • No traits
  • No Power builds
  • No evil characters
  • Four to Five PC's
  • One post a day, minimum

While the first few areas will be easy for a level 18 party, the deeper you go into the tower sticking into the surface like a dagger, the more difficult the fights get. Traps will be everywhere and enemies on every floor. I plan on making this extremely difficult later on, while still making it technically possible for one character to make it the entire way through. You can use campfires as resting places, but once you enter, there is no way out. Rings of sustenance are recommended. Resting at a campfire means that if you die, you are resurrected automatically if your entire party dies. Any items used will be gone and memories will be retained, but any other physical progress past the campfire will be gone. 'Saving' at a campfire requires eight full hours of rest, and does not restore any more health than normal.


Original Interest thread

After following the above point me very interested,
Thinking elf Cleric.

Some Questions.

Money?
character-advancement has 18th with 530,000gp will that be our start.

Crafting?
Can we and if so what?


Dotting in from the other thread with interest.

Dark Archive

GM_Panic wrote:


Some Questions.

Money?
character-advancement has 18th with 530,000gp will that be our start.

Crafting?

Money is as normal for an 18th level, yep.

Crafting is used as normal, but not really recommended, as you'll be getting a good amount of items on your journey


Dotting with interest. How long will you be leaving the recuitement open for?

Dark Archive

Demon Lurking wrote:
Dotting with interest. How long will you be leaving the recuitement open for?

Not sure, probably until I have a good selection of PC's. Maybe a week?


GM TheIronGiant6, can I make a suggestion, with high power games a good way to go if your worried about power builds it to use ABP to over things like using wish and crafting. automatic-bonus-progression

I monk PC would have a massive combat advantage, along with other Archetypes that let Stat bonus add to thing like AC and so on.

There will be a huge range in power levels even with Core race/class. By Using ABP you can limit that range and make PCs a lot more even.

Other Helpfull stuff

core races

Core Classes

PC 10-Minute-Background

The Ten-Minute Background - cut and past:

The Ten-Minute Background

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
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Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
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Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
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Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
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Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
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ABP also makes builds quicker to complete since there isn't as much spending to do. I'm a big fan.


GM Panic here
here is my PC idea

Lady Sakuro Li-Rolisa
LN Elf Cleric Ascetic [18]

[still under construction]


Sakuro, just a quick note from another player, but the Ascetic archetype isn't Paizo. Don't think it'll be allowed.

Not sure what I'll build for this yet. Torn between a sneakier type and a tank, or maybe even a battle cleric. Would the Unchained Rogue be allowed?


Dowwww! yes your right forgot that,

But Ill stick with cleric, good magic + skills and such.
Also need some on to bring you back to life.


I think Panic's question dealt more with pre-game crafting to multiply starting wealth than it did with in game crafting. (Seeing as how your description of the game made it sound like resources in game would be very limited).

I'm assuming leadership is banned and the party isn't going to be allowed to take a small army of followers, cohorts, and a baggage train into the dungeon.

I think ABP is a good way to reduce the clutter of everyone buying the same cloaks, belts, and headbands for their characters.

Does the core class limitation include core prestige classes?

Dark Archive

Loup Blanc wrote:
Would the Unchained Rogue be allowed?

I don't play rogues too often and actually hate unchained barbarian, but I'll allow it like PFS does, so I believe there's a couple changes there.

JoshB wrote:

Pre-game crafting to multiply starting wealth...

I'm assuming leadership is banned...
I think ABP is a goody way to reduce the clutter...
Does the core class limitation include core prestige classes?

Pre-game crafting for things such as wondrous items and alchemical items are allowed, yes.

Leadership is not allowed, but if the party agrees maybe each character could get a single hireling.

I'm not comfortable with ABP, sorry.

Core prestige classes are allowed, but only core.


By 'core races and classes', are you restricting us to core feats? Just wanted to check.

Name: Lin Zi, the Sun Lily
Race: Female Human 39
Alignment: NG
Class" Bard (Dervish of Dawn) 18
Backstory: Sold into slavery in Tian Xia, eventually was taken to Absalom where she was freed and taken in by the temple of Sarenrae, and raised by its priests and priestesses. She became a bard, and a fierce adherent of Sarenrae. Eventually she was sent to Osirion to help quell the offending Cult of the Dawnflower, and through flashing scimitar and sharp tongue was over the years able to win back the cultists to the fold. She then decided to bring Sarenrae's light to her birthplace. She travelled to Tian Xia, acting as a missionary, and proved instrumental in beating back a qlippoth invasion through Tian qlippoth-worldwound. She was also reunited with her parents, and reconciled with them. For her efforts she was named a servant of Sarenrae by Thalachos, and bestowed the title 'Sun Lily'.
Personality: To come
Sheet: To come


I'm highly interested in giving this a go! I spent some time just now crafting a little ex-warlord. Who says gnomes can't be barbarians?!

Grooklepop:
Grooklepop Snickerdoodle the Fierce
Gnome Barbarian 18 (Titan Mauler) CN
HP 360/360 (414/414) Speed 30 ft Init 5
AC 35 Fort 15 Ref 8 Will 9
CMB +24/+19/+14/+9 BAB 18/13/8/3
Greataxe +31/+26/+21/+16(+36/+31/+26/+21) (3d6+10{+15), 19-20x3)
Greatclub +28/+23/+18/+13(+31/+26/+21/+16) (1d10+10{+15), x2)
Str 18 (7) Dex 14 (5) Con 18 (7) Wis 12 (1) Int 10 (0) Cha 10 (0)

Backstory:
Grooklepop had once been a scrawny little thing from the First World, who found himself lost in a treacherous and hostile land upon falling from a fluke portal. He was forced to survive and adapt upon meeting the other residents of his newfound home, and he did so by giving way to the deep and primal anger only a gnome could achieve.

Decades of battle proceeded to hone his skills, and in the end he boasted himself to be the single strongest gnome on the entire world. Not exactly a hard feat, but it's something he was proud of. Even more proud of that then the fact he had at one point amassed an entire legion of pitiful warriors under his band, which he led into battles against the local tribal populations.

But Grookle was a gnome, and more often then not, gnomes tended to grow bored. He up and left his warband one day without so much as appointing a new commander, in search of something to clear his boredom.

Becoming an adventurer and slaying that silly little mage sounded like a great place to start as any.

Personality:
Grooklepop Snickerdodle the Fierce, or just Grookle to his friends, is an odd sort. He has an obsession with wielding weapons he shouldn't, scaring small animals for the heck of it, and has perfected Rock Chewing to a beautiful artform.

He's not an idiot, but he's not exactly all that clever either. The simple solutions are always the best in his opinion, and more often then not he defaults to smashing things with an axe to see if that fixes things.

While not needlessly cruel when fighting, he certainly experiences an intense enjoyment when doing so. The sight of knocking over foes ten times as tall as he is a sight he finds hilarious beyond measure.


color me intrigued... will whip something up.


Name: Lin Zi, the Sun Lily
Race: Female Human 39
Alignment: NG
Class: Bard (Dervish of Dawn) 18
Backstory: Sold into slavery in Tian Xia, eventually was taken to Absalom where she was freed and taken in by the temple of Sarenrae, and raised by its priests and priestesses. She became a bard, and a fierce adherent of Sarenrae. Eventually she was sent to Osirion to help quell the offending Cult of the Dawnflower, and through flashing scimitar and sharp tongue was over the years able to win back the cultists to the fold. She then decided to bring Sarenrae's light to her birthplace. She travelled to Tian Xia, acting as a missionary, and proved instrumental in beating back a qlippoth invasion through Tian qlippoth-worldwound. She was also reunited with her parents, and reconciled with them. For her efforts she was named a servant of Sarenrae by Thalachos, and bestowed the title 'Sun Lily'.
Personality: To come
Sheet

Dark Archive

Uret Jet wrote:

I'm highly interested in giving this a go! I spent some time just now crafting a little ex-warlord. Who says gnomes can't be barbarians?!

** spoiler omitted **...

Looks good! I like the idea of a gnome barbarian.

Lin Zi wrote:

Name: Lin Zi, the Sun Lily

Race: Female Human 39
Alignment: NG
Class: Bard (Dervish of Dawn) 18
Backstory: Sold into slavery in Tian Xia, eventually was taken...

Looks good as well, glad to see you got some healing wands. You'll need 'em.

I'm happy so many people are interested, I'll keep this open for a while and we can see where it goes!


Mmmm high level stuff sound tasty... Color me interested :D


Will do a two weapon fighter half elf, one of the deadliest masters of the blade to ever walk the lands :D


Hmmmm... so core classes only? Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer and Wizard?

Interesting... What about PrC's? Could go for a Dragon Disciple in this... no need to try and play Wallace the Whirlwind in EVERY game... sides that totally counts as a power build.

Either way this is going to be.. interesting. Never played a Pathfinder game where I have to use a core class. I almost always use the Base or Hybrid classes myself. Only time I don't tends to be a Dragon Disciple...

... Actually, there was one game that didn't go anywhere where I was playing a Drawven Defender...


Checking in from the other thread. I'll have something up soon.

Thinking a wizard. Fight fire with fire!


By the way, are we allowed to buy "customized" items, like a weapon with a specific material and enchantments? Because that would fit the category of powergaming I believe.

Even better, it would be nice to give us a more detailed explanation of what exactly you consider to be powergaming so we know this stuff when we make our characters, because level 18 is pretty powerful and there are a lot of options for character building.

Thanks in advance :D


Vigfus:

Vigfus Wildmane
Male human fighter (viking) 18 (Pathfinder Player Companion: People of the North)
CG Medium humanoid (human)
Init +8; Senses Perception +20
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Defense
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AC 47, touch 21, flat-footed 42 (+10 armor, +4 deflection, +4 Dex, +1 dodge, +1 insight, +1 luck, +4 natural, +12 shield)
hp 288 (18d10+108)
Fort +21, Ref +17, Will +16; +4 vs. effects that cause you to lose your grip on weapons, +4 luck bonus vs. traps
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Offense
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Speed 25 ft.
Melee +1 heavy shield bash +26/+21/+16/+11 (1d8+8) or
+4 ghost touch holy keen adamantine dwarven waraxe +31/+26/+21/+16 (1d10+15/19-20/×3 plus 2d6 vs. evil)
Ranged +2 adaptive corrosive burst darkwood composite longbow +26/+21/+16/+11 (1d8+10/×3 plus 1d6 acid)
Special Attacks fearsome, rage (37 rounds/day)
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Statistics
--------------------
Str 24, Dex 18, Con 20, Int 17, Wis 16, Cha 10
Base Atk +18; CMB +25; CMD 46 (50 vs. disarm, 50 vs. sunder)
Feats Dodge, Exotic Weapon Proficiency (dwarven waraxe), Furious Focus[APG], Greater Shield Focus, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Initiative, Improved Shield Bash, Iron Will, Lightning Reflexes, Power Attack, Shield Focus, Toughness, Two-weapon Fighting, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills Acrobatics +20 (+16 to jump), Climb +15, Disable Device +21, Escape Artist +21, Handle Animal +4, Intimidate +20, Knowledge (dungeoneering) +16, Knowledge (engineering) +7, Linguistics +5, Perception +20, Ride +7, Sense Motive +6, Survival +20, Swim +10
Languages Abyssal, Common, Dwarven, Giant, Goblin, Orc
SQ rage powers (energy resistance: cold[APG], energy resistance: electricity[APG], energy resistance: fire[APG], guarded stance +4), shield defense
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +4 stanching trapwarding mithral mountain pattern armor[UC], +4 bashing deflecting darkwood heavy wooden shield, +2 adaptive corrosive burst darkwood composite longbow (+5 Str), +4 ghost touch holy keen adamantine dwarven waraxe, dusty rose prism ioun stone, amulet of natural armor +4, belt of physical perfection +4, boots of speed, bracers of archery, greater, cloak of resistance +5, darklands goggles[UE], gloves of dueling[APG], headband of mental prowess +4 (Int, Wis), ring of protection +4, ring of sustenance, swarmbane clasp[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 17,924 gp
--------------------
Special Abilities
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Boots of speed (10 rounds/day) Affected by haste
Energy Resistance: Cold (Ex) Cold Resistance while raging
Energy Resistance: Electricity (Ex) Electricity Resistance while raging
Energy Resistance: Fire (Ex) Fire Resistance while raging
Fearsome (free action 1/round) (Ex) More quickly make Intimidate checks to demoralize foes.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Guarded Stance +4 (5 rounds) (Ex) Gain a +4 dodge bonus to AC vs. melee attacks while raging.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (37 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shield Defense +4 Additional shield bonus when wielding shield and not wearing heavy armor.
Shield Focus +1 Shield AC

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Background:

Vigfus is an Ulfen from the cold and bitter north. His father, while not a Jarl, was a renown warrior and fostered the boy to a local dwarven clan when he was in his early teens. Vigfus grew accustomed to life among the dwarves and even became adept at the dwarven fighting style of axe and shield. Upon reaching the age of manhood Vigfus completed the trials and then ventured far and wide to make his own name in the world. His aim was to accumulate enough wealth and fame to become a Jarl back in the north but his temper and thirst for ale and women always seemed to make the gold dwindle, thus the need to keep adventuring. It came upon one day when Vigfus was in a tavern downing some honey mead when he heard the call to join up with a group to defeat a nefarious wizard. Never one who liked arcane users and keen to test his resolve Vigfus presented himself to see if he was worthy...

or if a viking fighter is not needed i can do a rogue or ranger


TheIronGiant6 wrote:
Uret Jet wrote:

I'm highly interested in giving this a go! I spent some time just now crafting a little ex-warlord. Who says gnomes can't be barbarians?!

** spoiler omitted **...

Looks good! I like the idea of a gnome barbarian.

Dang right you do! Sure, maybe not optimal, but I personally find it completely hilarious. I'll create an alias for them if I get in, can't go getting ahead of myself 'n all.


Name: Nastarok Quick-Fingers
Race: Half Orc (38 years old)
Class: Rogue(scout) 14 /Fighter 1 / Horizon Walker 3
Alignment: Chaotic Good
Backstory:
Nastarok was blessed by Desna at birth and destined to be a great priest of her faith. He rejected that destiny and ran away to be a mercenary and adventurer. He was called back to the faith in his early thirties and studied at a temple of her faithful who emphasized her aspect as the goddess of travelers. He has since left the temple and spent the intervening years traveling the land, freeing slaves, defending the oppressed, and spreading her faith. The Masked Wizard's minions have been a frequent target of his guerrilla war against the evils of oppression.

Still need to spend about 80,000 gold on consumables and knick-knacks.

Statblock:

Nastarok Quick-Fingers
Half-orc (mystic) fighter 1/horizon walker 3/rogue (unchained, scout) 14 (Pathfinder RPG Advanced Player's Guide 134, 265, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +12; Senses darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 37, touch 23, flat-footed 29 (+9 armor, +5 deflection, +8 Dex, +5 natural)
hp 192 (18 HD; 14d8+4d10+40)
Fort +16, Ref +24, Will +17
Defensive Abilities danger sense +4, improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dueling spiked gauntlet +23/+18/+13 (1d4+9) or
. . +1 spiked gauntlet +23/+18/+13 (1d4+9) or
. . +3 called fortuitous ghost touch sneaky adamantine kukri +24/+19/+14 (1d4+11/15-20) or
. . +3 called fortuitous menacing sneaky adamantine kukri +24/+19 (1d4+7/15-20)
Special Attacks scout's charge, skirmisher, sneak attack (unchained) +7d6
Horizon Walker Spell-Like Abilities (CL 3rd; concentration +3)
. . 9/day—dimension door
--------------------
Statistics
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Str 13, Dex 26, Con 14, Int 10, Wis 23, Cha 10
Base Atk +14; CMB +15; CMD 38
Feats Combat Reflexes, Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Dimensional Savant[UC], Endurance, Improved Critical (kukri), Improved Initiative, Improved Two-weapon Fighting, Outflank[APG], Quick Draw, Twist Away[ACG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Acrobatics +27, Appraise +5, Bluff +4, Climb +7, Diplomacy +4, Disable Device +30, Disguise +4, Escape Artist +10, Fly +13, Heal +7, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (engineering) +4, Knowledge (geography) +9, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +8, Knowledge (religion) +1, Perception +27, Sense Motive +10, Sleight of Hand +18 (+23 to conceal weapons), Stealth +30, Survival +10, Swim +3, Use Magic Device +18
Languages Common, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored terrains (astral plane +2, underground +4), orc blood, rogue talents (bonus feat, combat trick, double debilitation, evasion[UC], hunter's surprise[APG], improved evasion, trap spotter, weapon training), terrain dominance (terrain dominance [astral plane][APG]), terrain mastery (terrain mastery [astral plane][APG]), trapfinding +7
Combat Gear cap of the free thinker[UE]; Other Gear celestial armor, +1 dueling spiked gauntlet, +1 spiked gauntlet, +3 called fortuitous ghost touch sneaky adamantine kukri, +3 called fortuitous menacing sneaky adamantine kukri, amulet of natural armor +5, belt of incredible dexterity +6, boots of speed, cloak of resistance +5, gloves of reconnaissance[UE], handy haversack, headband of inspired wisdom +6, ring of protection +5, ring of sustenance, rope of knots[UE], slayer's robe, masterwork thieves' tools, 129,374 gp
--------------------
Special Abilities
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Boots of speed (10 rounds/day) Affected by haste
Cap of the free thinker Roll twice to save vs. mind affecting effects, and take the better roll.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Astral Plane +2) (Ex) +2 to rolls when in Favored Terrain (Astral Plane).
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Hunter's Surprise (3/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Rope of knots Rope moves on command, or knots itself into a rope structure.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Slayer's robe This ragged, brown robe could be mistaken for a monk's cassock, but the devotees who wear it are dedicated only to the art of killing. This robe grants the wearer a +5 competence bonus on Stealth checks and Sleight of Hand checks to conceal a weapon, and a +1 resistance bonus on all saving throws. If worn by a slayer, the resistance bonus on saving throws increases to match the slayer's studied target bonus when he is facing a studied target. On command, the robe's wearer is able to turn into a brown mist (as the gaseous form spell) for up to 5 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments. While the wearer is in this form, the bonus on Stealth checks increases to +10. The wearer can end this effect as a standard action.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Terrain Dominance (Astral Plane +2) Use fav. terrain as enemy bonus vs. terrain natives. +1 to hit/dam vs. outsiders.
Terrain Mastery (Astral Plane) (6 rds) Grant allies bonus in terrain. +30 ft fly on subjective/no gravity plane.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.


Name: Ovarik Glandaur
Race: Dwarf (58 years)
Class: Barbarian (superstitious) 18
Alignment: Chaotic Good
Backstory: Tortured by a Drow cult as a child, Ovarik grew up with a distaste for arcane magic. As he grew up he trained to fight spellcasters. More background to come.

Character Sheet:

Male dwarf barbarian (superstitious) 18
CG Medium humanoid (dwarf)
Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +22

Defense
AC 30, touch 15, flat-footed 29 (+11 armor, +4 deflection, +1 Dex, +4 natural)
HP 378 (18d12+162); regeneration 1
Fort +24, Ref +12, Will +12; +10 save vs. magic while raging.
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +25/+20/+15/+10 (1d4+7/19-20) or
+1 silversheen dagger +25/+20/+15/+10 (1d4+7/19-20) or
witchminder +28/+23/+18/+13 (1d10+13)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 23 +6, Dex 13 +1, Con 26 +8, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +24; CMD 39 (43 vs. bull rush, 43 vs. trip)
Feats Arcane Vendetta, Combat Reflexes, Darting Viper, Dispelling Blow, Following Step, Power Attack, Skilled Rager, Step Up, Step Up And Strike
SQ +1 hit point, dwarven weapon familiarity, fast movement, sixth sense, tireless rage

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Appraise +3; (Ranks:0, +2 Int, +1 luck)
Bluff +0; (Ranks:0, -1 Cha, +1 luck)
Climb +11; (Ranks:1, +3 class, +6 Str, -1 ACP, +1 luck)
Diplomacy +0; (Ranks:0, -1 Cha, +1 luck)
Disguise +0; (Ranks:0, -1 Cha, +1 luck)
Escape Artist -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Knowledge (arcana) +21; (Ranks:18, +2 Int, +1 luck)
Knowledge (history (dwarven)) +5; (Ranks:0, +2 Int, +1 luck, +2 racial (lorekeeper))
Knowledge (nature) +11; (Ranks:5, +3 class, +2 Int, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Stealth -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +8; (Ranks:1, +3 class, +6 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 adamantine dagger, +1 silversheen dagger, +2 endless ammunition light crossbow, witchminder, caver's bolt
Armor and Defense stonewall, amulet of natural armor +4, cape of free will +4/+5, ring of protection +4, ring of regeneration, cap of the free thinker
Combat Gear belt of physical might +6 (Str, Con), boots of striding and springing, potion of cure light wounds(4), potion of cure moderate wounds (3), potion of cure serious wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10)
Other Gear handy haversack (bedroll, canteen, coffee pot, cold weather outfit, dwarven trail rations (30), hot weather outfit, mess kit, piton (10), pot (mithral), silk rope (100 ft.), soap), stone of good luck (luckstone), sustaining spoon, bandolier (potions), belt pouch (chalk (10), compass, flint and steel, marlinspike, mirror, twine (50')), belt pouch (alchemical tools), belt pouch (money), explorer's outfit
Coins 32 gp, 2 sp, 8 cp
Carrying Capacity L / M / H
Normal - 200 / 400 / 600 lbs.
Raging - 466 / 933 / 1400 lbs.
Encumberence
Light Load - 98.84 lbs.

Tracked Resources
+1 adamantine dagger - 0/1
+1 silversheen dagger - 0/1
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Dwarven trail rations - 0/30
Eater of Magic (1/rage) (Su) - 0/1
Holy water - 0/10
No Escape (1/rage) (Ex) - 0/1
Potion of cure light wounds - 0/4
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/5
Rage (46 rounds/day) (Ex) - 0/46
Restful (1/day) - 0/1
Sustaining spoon (4/day) - 0/4

Special Abilities
+1 Hit Point FCB (18) +1 Hit Point
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Dispelling Blow Your critical hits can cut through spells.
Disruptive Gain the Disruptive feat while raging.
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
[b]Guarded Life (18 hp) (Ex)
If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Bleed You are immune to bleed.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Resistant SR 5 + level
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (46 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Regeneration 1 Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sixth Sense +6 (Ex) +6 initiative and +6 AC during surprise rounds.
Skilled Rager (Spellcraft) Use selected skill while raging.
Spell Resistance (23) You have Spell Resistance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spellbreaker Gain the Spellbreaker feat while raging.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack. Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6. Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonewall +5 restful spell dodging adamantine agile breastplate
Sunder Enchantment (Su) While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD.
Superstition +10 (Ex) +10 save vs. magic while raging, but resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.
Witchminder +4 Cold Iron, Furious, Greater Distracting Dwarven Dorn-dergar

Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +20/+15/+10/+5 (1d4+17/19-20) or
+1 silversheen dagger +20/+15/+10/+5 (1d4+17/19-20) or
witchminder +23/+18/+13/+8 (1d10+28)

Raging:

Defense
AC 28, touch 13, flat-footed 27 (+11 armor, +4 deflection, +1 Dex, +4 natural, -2 untyped penalty (Rage))
HP 432 (18d12+216); regeneration 1
Fort +27, Ref +12, Will +15 (+4 vs. enchantments); +10 save vs. magic
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +28/+23/+18/+13 (1d4+10/19-20) or
+1 silversheen dagger +28/+23/+18/+13 (1d4+10/19-20) or
witchminder +33/+28/+23/+18 (1d10+19)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 29 +9, Dex 13 +1, Con 32 +11, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +27; CMD 40 (44 vs. bull rush, 44 vs. trip)

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Climb +14; (Ranks:1, +3 class, +9 Str, -1 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +11; (Ranks:1, +3 class, +9 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Raging + Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +23/+18/+13/+8 (1d4+20/19-20) or
+1 silversheen dagger +23/+18/+13/+8 (1d4+20/19-20) or
witchminder +28/+23/+18/+13 (1d10+34)

Raging Saves vs. Spells:

Fort +37, Ref +22, Will +22 (+4 vs. enchantments)


Ok, here is my wizard so far.

Name: Wilhaim Butcherson
Race: Half-Orc
Class: Wizard (Abjurer)18
Backstory Overview: A human-raised half-orc, Wilhaim had a happy childhood for a half-orc. His loving parents, a human and half-orc, raised him well. Around his 11th birthday the Wizard's forces decimated his village. He wandered for several days, and eventually met a wizard who took him in as an apprentice. He is in this for revenge.
Character Sheet:

Spoiler:

Male Half-Orc Wizard (Abjurer) 18
NG Medium humanoid (human, orc)
Init +8; Senses Darkvision 60ft, Perception +32, Sense Motive +27
--------------------
Defense
--------------------
AC 34, touch 20, flat-footed 30
HP 257 (18d6+18 [Toughness]+18 (Favored Class Bonus) +108 [Con Modifier]+5 Temp[Emerald Ellipsoid Ioun Stone]+ Greater False Life)
Fort +18, Ref +16, Will +18;
--------------------
Spells Active: Mage Armor, Overland Flight, Greater False Life, Feather Step
--------------------
Offense
--------------------
Speed Land 30ft, Fly 40ft
Melee + 11
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 22, Int 30, Wis 12, Cha 7
Base Atk +9/+4; CMB +11; CMD 44 (10+18+2 Str +4 Dex +10 Int)
Feats Extend Spell, Scribe Scroll, Defensive Combat Training, Spell Penetration, Improved Counterspell, Fire God's Blessing, Improved Initiative, Toughness, Parry Spell, Quicken Spell, Spell Perfection
Skills:
Knowledge (Arcana): +31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (The Planes): +31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (Religion):+ 31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (Nature): +31 (18 Ranks, +3 Class Skill, +10 Int)
Spellcraft: +31 (18 Ranks, +3 Class Skill, +10 Int)

Languages: Common, Orcish, Elven, Dwarven, Draconic, Gnomish, Halfling
--------------------
Special Abilities
--------------------
You gain resistance 10 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 20th level, this resistance changes to immunity to the chosen energy type.
Disruption (Su): You gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for 9 Rounds. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Counterspell Mastery (Su): At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability 4 times per day.

Equipment: Headband of Vast Intelligence +6 (Comes with Max in Perception, Stealth, and Sense Motive, 36,000) Ring of Sustenance (2,500) Belt of Physical Perfection +6 (144,000) Cloak of Resistance +5 (25,000) Dusty Rose Prism Ioun Stone (5,000), Amethyst Pyramid Ioun Stone (8,000), Dark Blue Rhomboid Ioun Stone (10,000), Emerald Ellipsoid Ioun Stone (20,000), Orange Prism Ioun Stone (30,000), Pale Green Prism Ioun Stone (30,000), Pearly White Spindle Ioun Stone (20,000), Amulet of Natural Armor +5 (50,000), Bracers of armor +8 (64,000), Ring of Protection +5 (50,000), Robe of Components (5,000), Quick Runner’s Shirt (1,000), Eyes of the Eagle (2,500), Feather Step Slippers (2,000), Jingasa of the Fortunate Soldier (5,000),

Not complete yet, still have to finish the skills, make a few more purchases, and I'll pick a few spells. If chosen, I will be glad to make an alias (I probably will anyway) and will complete the spellbook.


Ok, here is my Cleric, still tripping out some things but she is 80% there

Name: Lady Sakuro
player: GM Panic
Race: Elf
Class: NG Cleric [18]
Narrative Tropes: The wise voice/old sage/Freedom fighter
Backstory Overview: Her love of travel and Knowledge lead her to the Faith of the eternal Patton, the weave that links all things with a links all life, its four spiked wheel turning with in every life, Good/evil Oder/disruption. Sending years living with the poor and the powerful, the strong and the weak. She passed meet the evils of the great mage who sort to control all and stop the wheel of life. Now it turns once more and she as its agent must keep it tuning.


Grookle is ready for battle~! Hahh, this is a great line up already. Even if I'm not getting in, I already loved this guy enough I had to sketch him out!


Happy Winder festivals and New Year one and all.


GM Panic: Sakuro, NG Elf Cleric
Roycilo: Wilhaim Butcherson, Half-Orc Abjurer
Demon Lurking: Ovarik Glandaur, CG Dwarf Superstitious Barbarian
Uret Jet: Grooklepop, CN Gnome Titan Mauler Barbarian
JoshB: Nastarok Quick-Fingers, CG Half-Orc Scout Rogue/Fighter/Horizon Walker
Arkwright: Lin Zi, NG Human Dervish of Dawn Bard

Cleric, Wizard, Barbarian, Rogue, Bard? That's a whole party right there!


I think you forgot my submission above

Shadow Lodge

How do you feel about an Inquisitor 13/gunslinger 5? I think it's easy to say that double pistols should be off limits, so you don't need to worry about those. I would assume early firearms only, unless you think advanced are okay.

I've got other ideas I just wanted to see how you feel about this one.


Kubular wrote:

How do you feel about an Inquisitor 13/gunslinger 5? I think it's easy to say that double pistols should be off limits, so you don't need to worry about those. I would assume early firearms only, unless you think advanced are okay.

I've got other ideas I just wanted to see how you feel about this one.

I believe it was listed as requiring Core classes.

Shadow Lodge

Ahh, I missed that. Sorry to waste your time. I'll get to work on either a Sorcerer, a wizard, or a zen Archer monk. I was thinking about a rogue, but I like JoshB's Horizon Walker build too much to try to step on his toes.


qwerty1971 wrote:

I think you forgot my submission above

Oh geez. I totally did. I'll post an updated list on Monday. My bad.


Roycilo wrote:
qwerty1971 wrote:

I think you forgot my submission above

Oh geez. I totally did. I'll post an updated list on Monday. My bad.

I don't mean to step on anybody's toes, but here's an updated list.

  • Lin Zi, Human Dervish of Dawn Bard
  • Grooklepop, Gnome Titan Mauler Barbarian
  • Vigfus, Human Viking Fighter
  • Nastarok, Half-Orc Scout Rogue/Fighter/Horizon Walker
  • Ovarik, Dwarf Superstitious Barbarian
  • Wilhaim, Half-Orc Abjurer Wizard
  • Sakuro, Elf Cleric


  • Slight change to my PC,
    Name now Lady Sakuro
    Class now Cleric - Herald Caller Archetype [L18]


    With into plan travel ended how will summoning work GM?
    Not at all or you call what is local.

    Shadow Lodge

    Assuming you were asking about interplanar travelling being impossible:

    I'm personally not a big fan of summoning. It clutters up combat and makes non-casters feel even less helpful. But like panic says, its the GM's call.

    Dark Archive

    Sorry! Had to... play Star Wars Battlefront for a week straight. Alright, I'm gonna keep applications up for a few more days, and for summoning, there are two options:

    - Impossible.

    - Possible, but is effectively a clone under your complete control. So summoning a bunny and throwing it into the fire is no longer an evil deed, since it's not a real bunny.

    Shadow Lodge

    So does Mage's Magnificent Mansion work? It creates its own extra-dimensional Mansion with food, lodgings and an untiring staff of servants. I'm assuming it should work as it isn't strictly interplanar travel, but I don't want to surprise anyone when I cast it and solve eating and sleeping challenges.


    I'd be interested in throwing my hat into the ring here. I'll pitch an Arcane bloodline Sorcerer.

    I think that whole Interplanar travel being impossible thing bears repeating.
    This means that teleportation effects like Dim Door, dimensional slide and other movement tricks will not work on top of anything that can move you to the astral plane or render you incorporeal.
    If you were more specifically stating that Travel to different planes is locked by the Astral plane is not then we get to hunt a hand dozen Nesting doll wizard copies courtesy of Astral projection.
    Might be good to specify the intent there.

    @Kublar/ spellcasters in general.

    Hopefully MMM works otherwise other dimensional pocket effects would also fail.
    (EX: Bags of holding, portable hole and all derivative effects.)


    Yes Movin that was going to be my next Question,
    I'm GMing a game of here called death of magic where all magic had stopped working, [Psionics still dos] That had a big effect, no more talking to gods, or undead based on magic, magic uses lost it all as did
    mages and others, all magic effect ended, Poff!

    bags of holding spilled out all their contents.
    could no longer be got to v magic Demi-planes,
    all magic items failed and became mundane.

    The logic if no more interplanal travel. is simple, its not as bad as no more magic, but any effect based on movement V none prime plans just dos not work.

    Spells Power EX/SU Cast/manifest and Puff, just dos not work.

    Affects such as Incorporeal, Blink no longer work, that means Incorporeal undead and such are trapped full in the astral plan.
    You get the idea, if at the point inter-plan travel failed, if you where on another plan, your cut off from the prime.

    Items
    Same with items held on other plans such as I bag of holding, can be opened in the prime but none of the items in it can get got at while there in on anther no matter how small plan.

    Summoning from other plans, GM I know I made a PC that uses it but Kubular its just a way to get leadership v magic and it will make combat a real pain. I am going to remove that class from my PC, as looking it over I can summon 4 16th level critters to fight for me, stripping away the roll from other combat based PCs.

    Summoning from other plans such as spells SU/EU brake the idea of no travail v other plans to the prime, CALLing spells tend to bring from the same plan. I would say if its says from the plan of fire etc, or higher plan etc or hells etc and so on, it dos not work. GM I know you said yes its a clone but for this idea I really think you should say it no longer dos. The big bad in this game would have packs with outside powers and such protecting him. The very fact the prime is now isolated and his trapped here means whats bad for the party is also bad for him.

    That also means what ever was summoned when this prime was locked off is still here. We like to summon things and have them fight to the death for us, before heading back to their own prime, They may not like the idea of dying now there is no way back.

    This is juts some thinking around the idea, I did the same around the idea that magic had ended.


    I'll get something submitted. Need to read what is still in demand.


    OK, seeing a lack of ranged support, I'll go with my trapper/guide ranger archer who is a trap expert.

    Omar bit Zayed is a Pathfinder Society agent from Sothis in Osirion. He has a long history of acquiring items at the behest of the Decemvirate. Along the way he has picked up some knowledge of history, particularly that of his homeland.

    His assignments have carried him all over the Inner Sea region, even sometimes taking him to other continents. He has fought demons, minions of Rune Lords, and even strange constructs called 'robots'. It has been a variegated career. One thing has been constant- his dislike of society politics. He remains true to Decemvirate orders, and uninterested in any factionalism. This lack of interest in politics has not profited him in advancement, as he has never even been approached to be a venture captain (or even vice captain). This actually suits him since his work interests him, but people really don't. The mysteries of the next tomb can always hold his interest, but he will lose focus if someone tries to engage him in conversation.

    As one of the most skilled agents in the Society he has been assigned the task of killing the Wizard (yes, the Wizard, capital W, everyone knows what he means). This looks to be a task up to his ability. Better to risk death there than from boredom.

    Omar Stats:

    Omar 18
    Male human (Keleshite) ranger (guide, trapper) 16/rogue (unchained) 2 (Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65, Pathfinder Unchained 20)
    N Medium humanoid (human)
    Init +9; Senses Perception +36
    --------------------
    Defense
    --------------------
    AC 37, touch 24, flat-footed 30 (+10 armor, +5 deflection, +6 Dex, +1 dodge, +1 insight, +1 luck, +3 natural)
    hp 267 (18 HD; 2d8+16d10+91)
    Fort +21, Ref +27, Will +16
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +1 adamantine kukri +26/+21/+16/+11 (1d4+7/18-20 plus 1d6 acid)
    Ranged +5 adaptive endless ammunition impervious seeking composite longbow +33/+28/+23/+18 (1d8+12/×3 plus 1d6 acid)
    Special Attacks combat style (archery), ranger's focus, ranger's luck, sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 22, Dex 26, Con 20, Int 14, Wis 16, Cha 8
    Base Atk +17; CMB +25; CMD 50
    Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Dodge, Endurance, Improved Precise Shot, Iron Will, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Snap Shot[UC], Weapon Finesse, Weapon Focus (longbow)
    Skills Acrobatics +30, Appraise +3, Bluff +0, Climb +17, Craft (traps) +5, Diplomacy +0, Disable Device +41, Disguise +0, Escape Artist +9, Fly +9, Handle Animal +4, Heal +8, Intimidate +16, Knowledge (dungeoneering) +18, Knowledge (geography) +15, Knowledge (history) +6, Knowledge (nature) +18, Linguistics +7, Perception +36, Ride +13, Sense Motive +12, Sleight of Hand +30, Stealth +35, Survival +25 (+27 to avoid becoming lost), Swim +17
    Languages Ancient Osiriani, Azlanti, Common, Kelish, Osiriani
    SQ camouflage, favored terrains (forest +2, underground +6, urban +2), inspired moment, launch trap, rogue talent (trap spotter), swift tracker, terrain bond, track +8, trap 11/day (alarm, exploding, freezing, marking, sleet, snare, swarm), trapfinding +9, wild empathy +15, woodland stride
    Combat Gear cold iron durable arrow (50), deliquescent gloves[UE], jingasa of the fortunate soldier[UE], oil of daylight, potion of cure serious wounds (2), potion of darkvision, potion of fly (2), potion of invisibility, potion of neutralize poison, potion of remove curse, potion of remove disease, potion of remove paralysis, silver durable arrow (50), weapon blanch (ghost salt) (2); Other Gear +5 comfort glamered shadow mithral kikko armor[UC], +1 adamantine kukri, +5 adaptive endless ammunition impervious seeking composite longbow, dusty rose prism ioun stone, amulet of natural armor +3, belt of physical perfection +6, boots of the cat[UE], bracers of archery, greater, cloak of resistance +5, eyes of the eagle, gloves of reconnaissance[UE], goggles of night, handy haversack, headband of inspired wisdom +4, ioun torch ioun stone[APG], ring of protection +5, stone of good luck (luckstone), wayfinder[ISWG], dungeoneering kit, deluxe[UE], masterwork thieves' tools, 8,407 gp
    --------------------
    Special Abilities
    --------------------
    Boots of the cat When falling, always land on feet and take the minimum damage.
    Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
    Clustered Shots Total damage from full-round ranged attacks before applying DR
    Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
    Favored Terrain (Underground +6) (Ex) +6 to rolls when in Favored Terrain (Underground).
    Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
    Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
    Improved Ranger's Luck +/-4 (2/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.
    Inspired Moment (1/day) (Ex) Gain bonuses to many things until your next turn.
    Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

    Construction
    Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
    Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
    Launch Trap At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creati
    Manyshot You can shoot two arrows as the first attack of a full attack action.
    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.
    Ranger's Focus +8 (6/day) (Ex) +8 to hit and damage focused target.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
    Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
    Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
    Track +8 Add the listed bonus to survival checks made to track.
    Trap (11/day, DC 21) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
    Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
    Trapfinding +9 Gain a bonus to find or disable traps, including magical ones.
    Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

    Note: This item costs only 250 gp for members of the Pathfinder Society

    Construction
    Requirements Craft Wondrous Item, light; Cost 250 gp
    Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
    Woodland Stride (Ex) Move through undergrowth at normal speed.


    A bit quiet now at this point it seems. Love that ranger concept though. Archers are always a boon.


    Been a while, but there has been some motion in the Ranks, so here's an updated list:

  • Lin Zi, Human Dervish of Dawn Bard
  • Grooklepop Snickerdoodle the Fierce, Gnome Titan Mauler Barbarian
  • Vigfus Wildmane, Human Viking Fighter
  • Nastarok Quick-Fingers, Half-Orc Scout Rogue/Fighter/Horizon Walker
  • Ovarik Glandaur, Dwarf Superstitious Barbarian
  • Wilhaim Butcherson, Half-Orc Abjurer Wizard
  • Lady Sakuro, Elf Herald Caller Cleric
  • Omar bit Zayed, Human uRogue / Trapper Guide Ranger

  • Shadow Lodge

    I think I'm going to bow out at this point. I haven't been active enough for my own liking, and I don't think I could do this game justice. I was thinking about making a Sorcerer as well, for the record, but Movin can get along with that.

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