"The Meat Grinder:" DM Norv's The Tomb of Horrors (Inactive)

Game Master The Norv

The classic adventure that chews up character sheets and spits out legends.

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"Listen, after the last four, this chamber should pose no problems."--Garthus the Valiant, approximately 21 seconds before his gruesome demise.

All right, folks. I'm hankering to run a short(ish) adventure, and I figured why not the most famous one of all? I'm going to run Zombie Toast's Tomb of Horrors for the Pathfinder Roleplaying Game! Can you take it on and emerge alive?

Tech Specs

  • Looking for five 7th-level characters, 20-point buy
  • No ability score below 8 BEFORE racial modifiers (so feel free to min/max a bit)
  • Standard gold/level (23,500)
  • Any Paizo published class and archetype is acceptable
  • Non-mythic
  • No race above 15 RP
  • Two traits from different categories, no drawbacks.

Background
To me, it makes perfect sense that the party exploring the Tomb of Horrors would be an adventurous group of Pathfinders. Our Tomb of Horrors lies in the hinterlands of the Aspodell Mountains, in the tiny nation of Isger. I'm curious to know what your character's like as a person--their interests and behavior--as well as their background. What brought you to seek out the Tomb of Horrors? Fame? Riches? Scholarly pursuit? How did you become a Pathfinder?

Caveats

  • It's not a Tomb of Horrors without some real horror. I'm not planning on pulling any punches, so go into this knowing that it's entirely possible that characters will die. Feel free to try to build your characters to avoid this fate!
  • While I strongly, strongly value roleplaying, and that will likely be the main metric on which I choose the party, don't neglect crunch. It's a brutal dungeon, and I'd hate to see a fun idea die off just because you didn't pay attention to mechanics.
  • I do ask, given the nature of the dungeon, that you let me know if you've played or DM'd it before. This won't be points against you, just something I want to be aware of.

LET THE GAMES BEGIN.


*Reads DM's preamble...*

(O_o)

YES!

(^_^)

For the DM:

First, yes. I have played and still own (Some where.... >_> ) the 1e edition of Tomb of Horrors.

I have owned the 'reboot'/'Anniversary' edition. Though, sadly, that's no longer with me after a house move ;_;

Third, my shift work is nothing like 'stable' or 'normal'. This has, sadly, brought my sudden drops of posting into conflict with other gamers/games.

Given the higher 'power' level of the game. How does the DM feel about 'templates'?

How does the DM feel about HeroLab? (Which makes generating the basics of a high level character easier, plus the DM can kind of trust the program to not 'forget' things. (Which is not to say HeroLab is perfect, it certainly isn't, but it's quick and fun and gets the job DONE!)

*Cough* Um... I'll add more as I think of them while I am off at, said, crazy 'Night shift on a Friday-night' shift work.

VERY much cheers to ALL!


*shrugs*

Well, let's try to bring something tomorrow. When is the deadline for applications?


Interested.

I'll cook up something and post in some hours.

Grand Lodge

I've been wanting to try PbP for some time now and I've heard of the Tomb of Horrors a lot so this will be a fun start I think. (If you'll have me.)

I'm planning on making Mathias a Sorcerer or Wizard focused on summoning and transforming into elementals/beasts/whatever. Before I make him though I have a question. Wizards can study on their own time to learn new spells. So, since we are starting at level 7 then we can assume that he's had a lot of time to learn bonus spells. How much, (if any) bonus spells would you be willing to grant a wizard of level 7 due to studying over time?

I'll post stats and a brief story up soonish.


I'm interested. Heard a lot about the tomb of horrors, never played it, nor have the book. All I know about the place is that it is riddled with traps and unspeakable horrors.

Was thinking of making a wizard who is there mostly for the scholarly pursuit of knowledge and if possible more wizardly power :-)

Will post build/background later.

Currently have one question : what would be the posting requirement? Once per day?


Dot.


Playing characters at such a high level is what's really enticing me to get involved, I've never even touched this module before. I'm thinking a tomb raider alchemist would be fitting, Yes?


I'm definitely interested! :)

Human Wizard (Creation) 6 / Magus (Kensai) 1

CHARACTER OUTLINE (crunch to follow):

Role & Strategy:
Utility Type - provide basic gear as needed using Create Gear (Su).
Prepared spells would focus more on conjuring indirect battle elements (e.g. grease, fog, etc.) & arcane methods of bypassing obstacles. Going into melee when he thinks it's safe and no longer needs to waste his spell power.

Interests: Crafting. His goal is to be able to create a multitude of magical objects and weapons to support him and his companions.

Behavior: Prideful, especially with regards to his creations (near obsessive in fact).

Purpose at the ToH: Observe first hand how he and his ally/s can use his creations in and out of battle and define the next enchantment they would need.
Can I assume the following?
- I know at least one of the people in the party beforehand. I'm willing to create a joint backstory if needed.
- I have crafted at least one item for that ally, using the crafting cost.
(Craft Wondrous Items and Craft Magic Arms & Armor will be picked up at level 3 and 5 respectively)

Becoming a Pathfinder: He joined the Pathfinders after finding out how much people in that organization needed a very large variety of gear. He sees this as a challenge that would help him find the limits of his crafting abilities, if not push it farther than ever before.

RPG Superstar 2009 Top 16

Dotting, considering either an Archaeologist Bard or Unbreakable Fighter.

One because of the adventure, the other because when it all goes to crap, every group needs someone who can take a beating and is really good at killing things.


Dotting. Just one question.

Quoted from you.
I do ask, given the nature of the dungeon, that you let me know if you've played or DM'd it before. This won't be points against you, just something I want to be aware of.

How do you know people will actually tell you? I know this seems a little paranoid, but no matter where I go, there is always that one dishonest person I have to worry about.


Hmm, sounds cool. Maybe I'll give this a go. I have seen the AD&D module before but that was so long ago you might as well say I've never seen it at all. I've never played any version either.

As far as a character? Maybe an archer fighter or a two-handed one. I want to see how a 7th level wizard looks but I'm not experienced with the spells and stuff enough to know what's good and what isn't so I might gimp the party if I try it.

Then again, I might gimp the party no matter what I try. :)


I'm very much interested. I've played the AD&D version quite a few times and failed every time. That mod became officially known as the campaign reset button. I've read the FR book too with the ranger and the pixie. I forget their names. I hope this familiarity doesn't automatically prevent me from being selected. It's honestly been almost 27 years since I last played it.

I'd love to play a rogue/fighter who specialises in thrown knives! Will work out the details asap


I played like ... the entrance once? :)


Pathfinder Rulebook Subscriber

Wow, I have absolutely no idea what this adventure or module is about, but it's such an iconic name that I feel compelled to throw my hat into the ring.
I envision a master trap finder and disabler who has been drawn to the challenge of the famous tomb, because the bragging rights are worth the risk of demise. He considers himself the best at what he does and needs an appropriate challenge to prove it.
I could even imagine him teaming up with DFang's gadget-maker to test a few of his inventions out, relying on his skill and reflexes to get him out of trouble if DFang has overreached.
Perhaps he even lost a former colleague or mentor to the horrors of the tomb and wants to retrieve something his mentor owned, both to honor the person and to prove he's done it.


minor crunch and background:

Human Druid (caster)
Str 12
Dex 14
Con 13
Int 10
Wis 16+2=18
Cha 10

My Druid lives in the Arthfell Forest, and has most of his life. He heard rumors while taking his 2 day trip to town. He heard of a place, deep in the Aspodell Mountains, and it threatened to undermine the balance of things. He cannot let the balance he is fought for and enjoys so much, be comprimised. He gathers his stuff, and prepares to wage battle against the forces within.

Feats:
Spell focus conjuration
Augment summon
Point blank shot
Precise shot
Natural spell

Gear:
+1 weapon (2300gp)
+1 armor (1000gp)
Scrolls
Potions
Necklace of wisdom +2 (4000gp)
Cloak resistance +1 (1000gp)
Handy haversack (2000gp)
Wand CLW (750gp)
Etc, etc :)


Dotting. Looking forwards to my horrific death; not sure what I'm applying with yet.


Hey all, glad to see there's still some interest! To answer some questions that have come up:

  • I prefer to have people in PBP who can post once a day (I knew I was forgetting something earlier). The goal here isn't a long, drawn-out campaign, just a short, fun burst of play.
  • I'm going to set a deadline for completed characters of 11:59 p.m. (EST) of this coming Wednesday, July 9th. Hopefully that will enable us to start playing that weekend.
  • Please submit a full character sheet--either an alias, or you can use something like HeroLab to generate a sheet (as long as you stick to Paizo sources).

DFang:
Yes, all those assumptions are fair--provided that, if selected, you can find another PC who's interested (which I think is likely).

As to the "familiarity" issue...I really do just want to know going in whether people know the dungeon ahead of time, not because I specifically want to include/exclude that, but because I may tweak things just slightly to keep people on their toes. A big part of the dungeon's horror is the unexpectedness of many traps/obstacles. So really, if you've played before, just let me know! It'll be more fun for everyone. ;)

Can't wait to see what people turn in!


I would like to apply with a Drow Ranger (Dungeon Rover) archeologist.

Zazryn - Drow Dungeon Rover:

Zazryn
Male Drow Ranger (Dungeon Rover) 7 (Pathfinder Player Companion: Dungeoneer's Handbook 0)
NG Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 52 (7d10+7)
Fort +7, Ref +10, Will +5; +2 vs. enchantments
Immune sleep; SR 13
Weakness light blindness
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +8/+3 (1d4+1/19-20) and
. . rapier +8/+3 (1d6+1/18-20)
Ranged +1 heavy crossbow +9/+4 (1d10+1/19-20/×3)
Special Attacks favored enemies (aberrations +2, magical beasts +2)
Drow Spell-Like Abilities (CL 7th; concentration +7)
. . 1/day—dancing lights, darkness, faerie fire
Ranger (Dungeon Rover) Spells Prepared (CL 4th; concentration +6):
. . 2nd—barkskin
. . 1st—gravity bow[APG], magic fang
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 22
Feats Boon Companion, Crossbow Mastery[APG], Endurance, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits ease of faith, reactionary
Skills Climb +5, Diplomacy +9, Disable Device +13, Handle Animal +6, Heal +6, Knowledge (dungeoneering) +12, Knowledge (engineering) +8, Knowledge (geography) +10, Knowledge (nature) +10, Perception +17 (+19 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +6, Stealth +11, Survival +12 (+14 to avoid becoming lost), Swim +2; Racial Modifiers +2 Perception
Languages Drow Sign Language, Elven, Goblin, Undercommon
SQ combat styles (crossbow), favored terrain (underground +2), hunter's bonds (hunter's bond [animal companion]), poison use, stone scouting, subterranean stride, vermin affinity
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), wand of cure light wounds; Other Gear +1 breastplate, +1 heavy crossbow, crossbow bolts (50), dagger, rapier, belt of incredible dexterity +2, bracers of falcon's aim, cloak of resistance +1, traveler's any-tool, wayfinder, backpack, chalk (3), crowbar, drill, fishhook (3), flint and steel, grappling bolt, silk rope (50 ft.), thieves' tools, masterwork, waterproof bag, waterskin, weapon cord, whetstone, wrist sheath, spring loaded, 270 gp, 7 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Resistance (13) You have Spell Resistance.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Subterranean Stride (Ex) Not slowed by difficult terrain while underground.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Vermin Affinity +7 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
Wayfinder (empty) 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.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Zazryn is a drow archeologist. He has always been a bit of a thrill seeker and enjoys exploring beyond the realms of the drow. He likes to study the structures of other races / monsters. Zazryn is quite curious, a trait which often gets him into trouble. When he heard about a chance to explored the fabled Tomb of Horrors, he jumped at the opportunity.

Skits - Giant Scorpion:

Skits
Female Scorpion, Giant (Pathfinder RPG Ultimate Magic 0)
N Large vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 17 (+1 Dex, -1 size, +8 natural)
hp 61 (+24)
Fort +8, Ref +3, Will +2 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab) and
. . sting +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int —, Wis 10, Cha 2
Base Atk +4; CMB +11 (+15 grapple); CMD 22 (34 vs. trip)
Feats Improved Natural Attack (claw), Skill Focus (Stealth), Toughness, Weapon Focus (claw)
Tricks Attack, Attack, Attack Any Target, Seek, Stay
Skills Perception +7, Stealth +5, Survival +4
SQ attack, attack any target, devotion, seek, stay
Other Gear amulet of mighty fists +1
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting-injury (DC 16) (Ex) Poison—Injury; save Fort DC 16; freq 1/rd for 6 rds; effect 1d2 Str; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Tremorsense (60 feet) Sense things and creatures without seeing them.


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Pathfinder Rulebook Subscriber

How would you like to do hit points beyond first level?
I have the crunch for Quixo, my rogue/ranger, trapfinder and getarounder, nearly ready.


A good question! Let's do PFS standard--so, half-hit die +1 (+Con).


What 3pp material is allowed? I'm thinking maybe a Soulknife of some sort. Yes, I know, all of you will cry "Slightly Underpowered!" but I've wanted to make a gifted/nimble blade because, well, Jedi!


Since it's an old school module I'll bring in an old school style character. So I'll create a treasure-hunting Kellid barbarian. Backstory and crunch coming soon.

I only know Tomb of Horrors by reputation, and read the original module many years ago. So I'd be going in blind.

Liberty's Edge

Not gonna do it. Not in the mood to die, today.

Just thought I'd encourage you crazy people that are. ;)

I ran the original, once...had a party that made it almost halfway there...with...IIRC, 2 deaths at that point, out of six. They were pretty darn good, but when they gave up, they were scattered...one was likely to die...one (the original leader) was wandering...lost...while two were hoping he could find them...

Yeah, it's like that. I wish you the best of luck...and incredible skill! :)


meant to post my question here, instead of in the interest check thread.

Since we are starting out as level 7 with lots of gold to spend, is it okay to start out with mithril or admantine stuff? I just want to double check, because some DMs do rule against it and say that they are rare.


I'd like to apply with this human cleric. I haven't played (or heard too much about) Tomb of Horrors.

Is the setting still Golarion? And where does the adventure start? Just trying to come up with a backstory that fits the adventure.


I'm a huge fan of Tomb of Horrors- I actually ran that exact conversion of the module for my RL Pathfinder group last Halloween (albeit with some changes). I'd love to play in it myself, though, especially if you're planning on tweaking a few things!

Interestingly, my group actually made it through the module, including destroying the big bad at the end, with only two character deaths- and that was despite the extra monsters I added in at various points. :\

How does an Aasimar Oracle sound? Thinking of going with the Life mystery, acting as a healer/protector of sorts, with the Clouded Vision curse. Personality? I'm thinking an extremely eccentric, Luna Lovegood-esque dreamer, who is drawn to the Tomb of Horrors by strange visions or prophecies. I can whip up a build with an alias tomorrow.

I've only just recently gotten into PbP, but I love it, and I can at least post once a day. Shorter, module-length adventures like this sound perfect, and I've been itching for a good dungeon crawl.


Walter's submission is here.

Regarding the player, I post several times a day (when there's room for it) and have never even read the Tomb's introduction.


For an old school dungeon I present and old school cleric. I've never played Tomb of Horrors so this should be fun. Takes me back to when I first started RPGing with 2nd Ed.

Elan was raised by his parents in a small Andoran town near the Cheliax/Isger borders between the Aspodell Mountains and the river foam. He was raised with respect for the circle of life and rebirth and grew to believe in this strongly. He was taught the rites of Pharasma by his mother and assisted her in bringing life into the world and laying it to rest, performing these services for those of any faith.

When he came of age the wanderlust bug bit him, as it does many of his race so he wondered the nations north of the inner sea for many years. He visited places he'd never been to that were familiar and some unknown to him. He discoverd he could read and speak Azlant in an old ruin one day, one of his past lives intruding into the present one.

Eventually he felt pulled back toward home and upon visiting his parents he found there were settlements up in the mountains that could use his services so he continued his wandering up there, never worrying about which side of which border he was on, just helping those he could. While up in the watering hole in a high mountain valley he heard rumors of a powerful undead creature and it's tomb. He knew this was the reason he was brought to these mountains and headed to the town where people set out for this tomb. He know such an abomination was too powerful for him alone so he looked for a group going in that could use his skills. For one such as Elan, undeath is and abomination to his race, and his goddess and must be dealt with so that the circle of life can continue.


Oh the horror...

(bad joke is bad).

I think I'll throw my hat in for this as well. Not sure what I'm building yet, but it'll probably be a divine caster or something else to just try and patch up everyone. Not sure if breath of life is available or not, or if I should just accept that everyone will die to the meatgrinder.

Oh well.

EDIT: Thinking about either an early-entry Mystic Theurge or a Summoner (though the Summoner sounds a bit cheesy, what with throwing all of the summons to their inevitable demise...)

EDIT2: I have also planned on running this for my party, though I decided against it. Didn't think it would be fun for my group to sit through it.


Anyone want to pitch in for a Field Scrivener's desk, it's the perfect tool for any party that wants a nice campsite to sleep & a workdesk for their scholarly types to write about whatever they have been facing. (If you split the costs in 5, the number of people the GM wants for this adventure, it's 1080 GP each :). Not necessary, but I'll be leaving some unspent money for it.)


Additional note, how do you want hp generated? Average per hit die or another method?


The Norv wrote:
A good question! Let's do PFS standard--so, half-hit die +1 (+Con).


Theorythmus wrote:
Anyone want to pitch in for a Field Scrivener's desk...

I believe I will not be able to help my friend, since I usually travel with very few money.


Oh God, yes. My interest is piqued.

Are there any alignment restrictions? And are ACG playtest classes allowed?


Changed my mind. I think I'm going to try for a Dragon Disciple rather than Mystic Theurge. (MT is being annoying to construct, and Dragon Disciple is so much more fun to play.)

Going to (probably) end up as either Paladin 4/Sorc 1/DD 2 or Paladin4/Sorc2/DD1, depending on what turns out better. (Either that or Bard).


Considering making a Half-Orc Barbarian street performer/clown. Any suggested archetypes, rage powers, or multiclasses?

Edit: Make that Hobgoblin circus Barbarian. Considering dipping Rogue.


Pathfinder Rulebook Subscriber

Okay, here's my idea:

Quixo:

Male Tiefling Ranger (Deep Walker) 1/Rogue 4/Sorcerer (Wildblooded) 2
LE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 17 (+6 armor, +4 Dex, +1 deflection, +1 dodge)
hp 46 (1d10+4d8+2d6+8)
Fort +5, Ref +11 (+1 bonus vs. traps), Will +5
Defensive Abilities evasion, trap sense +1, uncanny dodge; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron gladius +10 (1d6+2/19-20) and
+1 silversheen jutte +10 (1d6+2) and
unarmed strike +9 (1d3+1 nonlethal)
Special Attacks favored enemy (undead +2), sneak attack +2d6
Tiefling Spell-Like Abilities (CL 7th; concentration +5)
1/day—darkness
Sorcerer (Wildblooded) Spells Known (CL 4th; concentration +8):
1st (5/day)— magic missile, shield
0 (at will)— detect magic, disrupt undead, drenchUM (DC 14), mage hand, open/close (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 7
Base Atk +5; CMB +6; CMD 22
Feats Deft Hands, Dodge, Eschew Materials, Mobility, Point-Blank Shot, Two-Weapon Fighting, Weapon Finesse
Traits magical knack, reactionary
Skills
Acrobatics +14,
Appraise +8,
Bluff +4,
Climb +10,
Disable Device +18 (+14 to checks if more than five feet away from device),
Escape Artist +19,
Heal +5,
Knowledge (arcana) +10,
Knowledge (dungeoneering) +10,
Knowledge (geography) +8,
Knowledge (religion) +5,
Linguistics +8,
Perception +10 (+14 to hear the details of a conversation or to find concealed or secret objects (including doors and traps)),
Ride +8,
Sense Motive +7,
Sleight of Hand +16 (+18 to conceal the ring in a search),
Spellcraft +10,
Stealth +16,
Survival +10,
Swim +5;
Racial Modifiers +2 Bluff, +2 Stealth, rogue talents (canny observer, finesse rogue)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Infernal, Orc
SQ arcane bolt, mutated bloodlines (sage), prehensile tail, track +1, trapfinding +2, wild empathy -1
Gear +2 slick mithral chain shirt, +1 cold iron gladius, +1 silversheen jutte, cloak of resistance +1, handy haversack, ring of protection +1, periscope, thieves' ring, thieves' tool extenders, mithral, thieves' tools, masterwork, 1,322 gp
--------------------
Special Abilities
--------------------
Arcane Bolt (1d4+1, 7/day) Unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage +1 for every two sorcerer levels you possess. This damage is treated as 1st-level spell and force effect.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Here's my submission!
---------------------------------------
When legendary Gnome explorer Zarzalpan created a traveling circus, every person that knew him was unsurprised. What did suprise everyone, however, was how spectacular the endeavor turned out to be. Always a stickler for quality, the old Gnome had hired some of the most unusual and incredible talents from around the world; an Aasimar acrobat, a Drow contortionist, and a Vanaran fire-eater were just a few of the people he had gathered. Most famous, though, was the Axe-Clown, Azgar.

Azgar was born in a Hobgoblin war camp, led by a particularly nasty chief called Malgror the Elfbane. Malgror and his army had been a thorn in the outlying areas of Kyonin for years, and such it was no suprise that adventurers were eventually sent after him. They summarily murdered almost every Hobgoblin in the camp, but took pity on the infant Azgar. The party bard Zarzalpan adopted him, and retired later that year to start the circus.

Growing up in a circus suited young Azgar well. Dexterous and loud, he settled into the role of a clown quite well, and the old Gnome and his performers were a surprisingly loving surrogate family. Azgar quickly became the star attraction, as news spread of a Hobgoblin jester who danced, sang, and cleaved lions in half with an axe all in the same 15-minute skit. He raked in so much cash, his adoptive father could even afford to give him magical gear, stating "You never know when you might need a quick healing potion, son. Trust me."

Alas, the good times stopped abruptly. As it turns out, old Zarzalpan had unpaid debts from his adventuring days, and even selling Azgar's magic gear wouldn't even cover a small fraction of it. In danger of losing his life's work, and too old to delve dungeons anymore, he gave his son a request: go to the Pathfinder Society, ask for a job, and try to make enough money to save the circus. With his magic axe and general cluelessness his only companions, he set off in the general direction of the Grand Lodge.

On his way to Absalom, Azgar began to hear rumors of an old tomb filled with treasure and danger greater than any mortal could ever imagine. This interested him greatly. After all, if an old Gnomish Bard had managed several dungeon crawls, couldn't an overly muscular Hobgoblin finish one? And thus, the completely inexperienced and none too bright young goblinoid decided to go on a little side-trek on his way to Absalom. What could possibly go wrong?
---------------------------------------------------

Azgar is a stocky and muscular Hobgoblin, with small eyes and a pronounced underbite. He always wears a colorful harlequin/jester outfit, and never washes off his signature clownish face paint, as he feels doing so would distance him from his family and friends at the circus. Generally good-natured, if naive and a little dense, Azgar nevertheless doesn't particularly care about other people's problems. After all, he's got a massive debt to pay off, and other people's worries seem underwhelming for the most part. He is very polite, but it comes off as a little forced sometimes. He has the peculiar habit of saying the word "honk" when he rages, and occasionally when he gets excited..


I present Kornag the Spellbreaker. I need to go over his sheet some more and may make some changes on his build and gear, but basic guy is all here.

Concept is a glory-seeking barbarian whose goal in life is really to kick down doors, kill monsters, and loot ruins after a life of purpose and noble goals went very, very badly. His effective death-wish is what's driven him to the Tomb of Horrors. He's stern, difficult, rage-filled, and has a deep hatred of magic - although he's pragmatic enough to work with a caster.

The Exchange

Made something that's "mostly" core. With the exception little things like items and spells, I'd say this girl's ready to be judge. Background is Golarion specific. I'll add in the other stuff over the next couple of days. Probably throw up a profile for her.

Personality:

Stiletto is a complex character, who was molded by her past as a Winter Witch's apprentice. She's elegant and very polite, but is brutal when brought to combat. Despite this, she is a kind person, especially to children.

Story:

Stiletto was born in a village ten-days’ ride from Whitethrone. Once every five years a cold sister would visit and select one child to be taken away and eaten. Her selection methods bordered the perverse, as she would sniff, lick, and squeeze each child in turn before selecting the one she wanted. On the day she selected Stiletto, there was not much deciding to do.

Instead of eating her, the sister chose to make her an apprentice, citing his meek nature as reason enough to suspect she that she would be useful; Despite her torment, which would sometimes send her into stuttering fits that invited the sister to torment her even more, Stiletto grew to be an exceptional apprentice. Under the threat of cannibalism, she never felt she had any choice other than to be a great apprentice. She was never once taught a spell, or a hex, or even made aware of a familiar. There was only a single crab, whom became her only friend through out all of this.

One day, while gathering firewood, Stiletto was ambushed by witch hunters and kidnapped. Under the threat of violence they forced her to tell them everything she knew about her mistress. They bound her and took her with them back to the sister’s hut where she watched as they dragged her mistress out, killed her, and burned her body. They then unbound Stiletto and left her there in the ruins of what had been her life for the better part of sixty years (he was four when she took her, and had not grown up much since due to his celestial heritage). Not really knowing what to do she set about cleaning up his former home and burying his mistress who, despite her cruelty, was still the only family she had known all these years.

She went back to the village she was taken from and told the townsfolk that the witch was dead, and that their children were safe but was rebuked by them, for she had been the only child that lived, and they knew she was the crone’s apprentice. Stiletto swallowed her hurt and moved on, knowing that they hated her only through association, and it was the Jadwiga who were to blame for this.

As she left her former home behind, intent on wasting away in the wilds of Irrisen, a young man happened upon her and offered to take her in. He claimed to be of the pathfinders, and was looking for a squire of some sort. In exchange for another type of apprenticeship, Stiletto was taught not only how to use magic, but also use the witch’s hex to a limited extent. Now, many years removed from her time as an apprentice, she is an accomplished pathfinder intent on braving the Tomb of Horrors for the society.

Crunch(WIP):

Stiletto
Human (Jadwiga) Magus (Hexcrafter) 5/Witch (White Haired Witch) 2 (Pathfinder Player Companion: Dragon Empires Primer 0; Pathfinder RPG Advanced Player's Guide 65; Pathfinder RPG Ultimate Magic 0, 9)
CG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 50 (5d8+2d6+14)
Fort +6, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +6 (1d3+8) and
. . slam +6 (1d4+8)
Special Attacks constrict (1d3+1), hex arcana (arcane accuracy, flight), hexes (prehensile hair), spellstrike, white hair, white hair
Spell-Like Abilities (CL 7th; concentration +7)
. . At will—feather fall (self only)
. . 5 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—
. . 1st—
. . 0 (at will)—
Witch (White Haired Witch) Spells Prepared (CL 2nd; concentration +6):
. . 1st—
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 18, Wis 8, Cha 10
Base Atk +4; CMB +1 (+5 grapple); CMD 17
Feats Combat Reflexes, Cornugon Smash, Extra Arcana[UM], Final Embrace[UC], Power Attack, Rime Spell[UM]
Traits bruising intellect, magical lineage
Skills Acrobatics +9, Climb +5, Diplomacy +1, Fly +12, Heal +3, Intimidate +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +8, Sense Motive +1, Spellcraft +14, Stealth +6, Survival +5, Swim +9
Languages Common
SQ arcane pool, hex arcana, hex magus, patron spells (wisdom), spell combat
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool (+2, 6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Final Embrace (Hair [Prehensile Hair]) Gain constrict and grab special attacks
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.


I know the adventure by reputation, but I've never played or read it.

Anyway here's my submission, an half-elf, Ranger 1, Wizard 5, Eldritch Knight 1.

He's got a +18 perception score...

Anyway sheet, background, and description are in this alias.


Glad to see so much interest--I haven't had time to write up a full list yet, but these all look great. To answer questions:

I haven't had time to review every spell/item in the game, so I'm going to go ahead and say yes to buying mithril/adamantine items. You've got cash, and you'll need the help.

Sadly, I'm going to say no to 3 PP material--I'm just not familiar enough with it to know what's viable or what's "accepted," and I don't have time to research things.

I think other players answered other questions that came up...so keep the submissions coming! :)


Making a zen archer. :) Fun times.


Dropping out of the running. :(

No time to develop something.

Looking forwards to watching people's exploits, though. :)

Much cheers to all .


The Norv wrote:


I think other players answered other questions that came up...so keep the submissions coming! :)

I think mine got lost in the wash - are you setting the game in Golarion? If so, what area? I think it is helpful to coming up with backstories to know where we should all have a reason to be/end up.


@Radoslav Ochenko,
It was in the opening post. I marked it in italics in the quote.

The Norv wrote:


Background
To me, it makes perfect sense that the party exploring the Tomb of Horrors would be an adventurous group of Pathfinders. Our Tomb of Horrors lies in the hinterlands of the Aspodell Mountains, in the tiny nation of Isger. I'm curious to know what your character's like as a person--their interests and behavior--as well as their background. What brought you to seek out the Tomb of Horrors? Fame? Riches? Scholarly pursuit? How did you become a Pathfinder?


Theorythmus wrote:

@Radoslav Ochenko,

It was in the opening post. I marked it in italics in the quote.
The Norv wrote:


Background
To me, it makes perfect sense that the party exploring the Tomb of Horrors would be an adventurous group of Pathfinders. Our Tomb of Horrors lies in the hinterlands of the Aspodell Mountains, in the tiny nation of Isger. I'm curious to know what your character's like as a person--their interests and behavior--as well as their background. What brought you to seek out the Tomb of Horrors? Fame? Riches? Scholarly pursuit? How did you become a Pathfinder?

Thank ya sir. I'm apparently blinder than I realized!

Edit: I'm thinking then of having Radoslav be a native of Cheliax. A farmer's child and a youth that was grimly plodding forward. He was given hope by a member of the resistance that worshiped Iomedae and, in return, has set about spreading hope to others.

He's a devout member of the faith and has traveled to spread it in Isper. Now hearing about the Tomb of Horrors he figures getting a win for the side of good there would be a great beacon of triumph for the whole region.


Seriously keen to pit my teeth against this. I'm an avid PbP gamer and a fairly reliable poster (with a few minor hiccups when university/teaching gets in the way, but I expect I'll be on summer break for a good chunk of the game anyway).

I'm almost tempted to pitch an Evil Reincarnated Druid, but I don't want to deprive myself of the chance to potentially play multiple characters. I think I'll start with a braggart Taldan knight. Definitely has that "old school D&D feel" that I want to channel, has a fun bombastic persona and hopefully should bring enough to the table to justify his place in the party. (Plus when the mouthy meatshield eventually carks it, I want it to seem equal parts tragedy and just-desserts...)

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