The Slumbering Tyrant (Crossing the Wasteland) (Inactive)

Game Master DireMerc


51 to 100 of 131 << first < prev | 1 | 2 | 3 | next > last >>

@Merc: what about VMC?


Incoming Titan


VMC?


VMC = Variant Multi Class


Basically gestalt in exchange for half you feats? Seems a bit crazy strong.


Quite not that strong, actually - you don't get most of the class features, and even the few ones you get have a level delay and are restricted. Yet, I just asked to double check :) Not going to go this route, probably. I usually don't like the trade-off.


Sort of heading towards a classless system, where customization of character is ultimately free to take up what ever feats/abilities for the available ability/feat spent of character level.

Here you can spend feat slots (only at certain levels) on abilities/feats of one other class from a predefined list. Notice abilities that generally span entire 20 levels of class are excluded, to prevent unbalancing.

I believe the Advance Classes makes use of this feature to create those hybrid classes, but replacing actual class abilities instead of general levelling feats.


Spoiler:
Half-Elf magus (blade bound)9/ inspired blade 1
Alternate racial Traits: Dual minded
Traits: Focused Mind, Magical lineage(shocking grasp)
Favored class bonus- 1/6 arcana

Ability scores:
Str: 10
Dex: 20 (22)
Con: 16 (18)
Int: 18(20)
Wis: 13
Cha: 08

Combat Statistics:
HP:105 (1d10+9d8+5)
AC:32 T:18 FF:24
Saves:
Fort: +13
Ref: +14
Will: +12
BAB: +7/+2

Offense:
Black Blade: +17/+12 (+15/+10)
Damage: 1d8+10

Feats-
1- swashbucklers finesse, weapon focus Rapier, fencing grace.
3- toughness
5- arcane strike
6- Intensified spell
7- extra arcane pool
9- Empowered spell

Panache:6
Deeds-
Derring-do
Opportune parry and riposte

Arcane pool-10
Black blade pool- 4
Arcana- 3
6- familiar- Owl
6- Empowered magic
9- arcane strike

Spells:

Cantrips:
Detect magic
Read magic
Disrupt undead
Light
Presdigitation

1st level: 7/day
Intensified shocking grasp-4
Bed of Iron -1
Magic missile-1
Open-1

2nd level: 6/day
Invisibility -2
Scorching ray- 2
Glitterdust-1
Open-1

3rd level: 4/day
Fireball- 1
Fly- 1
Vampiric touch- 1

Equipment:
Arms and Armor: black blade (+3), Celestial full plate (25k)

Magic Items: pearl of power I x3(3k), Cloak of resistance +3 (9k), belt of physical prowess +2/+2(16k), headband of vast Intellect +2 (4k), ring of protection +2(8k), Boots of striding and springing (5.5k), pearl of power III

Heres a first draft for Valoren Calmoren. Note, the above may be changed before finalization.

Valoren is The son of a high ranking and prestigious elf mage.
His mother was a human warrior/adventurer and taught him how to wield a blade as he grew, while his father taught him the arcane. However, about 10 years ago when Valoren was 15, his father left to go and search the desolate lands in hopes of finding a way to be rid of the corruption and due to rumours of the whispering way becoming active again. He hasn't been seen since. Valoren now wishes to follow his father, and perhaps find him out there, hopefully alive.

Will have a full background write up in a day or two.

Grand Lodge

Copying the poster above me here's a draft for my submition:

Kardav Vincov:

Dhamphir Warpriest of Desna 10
Traits: Seeker (Social), Undead Slayer (Race)
Favored Class Bonus: +1 Skill point

Ability Scores:
Str 8
Dex 16
Con 12 (14)
Int 10
Wis 16
Cha 20 (24)

Combat Stats
HP: TBA 50 Min
AC: 22 T: 13 FF: 19
Saves:
Fort: +12
Ref: +9
Will: +13
BAB:
+7/+2

Offence:
Starknife +1,Bane(Undead), Holy
+15/+15/+10
Damage
1d10+10
Offhand 1d10+6

Feats:
Weapon Focus (Starknife)
Toughness
Divine Fighting Technique (Way of the Shooting star)
Two Weapon Fighting
Quick Draw
Weapon Focus, Greater
Weapon Specialization
Craft Magic Arms/Armor
Craft Wonderous Items

Spells Per Day
0-5
1-6
2-5
3-4
4-1

Equpiment
Arms and Armor: Starknife +1,Bane(Undead), Holy, Starknife +1,Bane(Undead), Holy, Mithral Breastplate +2

Magic Items: Amulet of Natural Armor +1, Headband of Alluring Charisma +4, Cloak of Resistance +3, Eyes of the Eagle, Boots of Cat, Belt of Mighty Constitution +2, Wand of Inflict Light Wounds, Travelers Any Tool, (2) Pearl of Power I, Wanderer's Scarf

Kardav is a wandering warpriest of Desna from the sullen lands of Ustalav, growing up his undead heritage earned him scorn and distrust from his community planting a seed of discontent in his heart. As he grew older his discontent turned to wanderlust and he took the road alongside a priest of Desna who was passing through.


Healing magic doesn't work very well, does this extend to potions/alchemist's extracts?

And also, wounds don't heal normally, does using the Heal skill for long term care work?

Grand Lodge

I have made up a Skald for this, He is the Horn Blower Archetype. He marches with the Army from Last Wall when they are marching to War.


Does "Infernal Healing" fall under the not working normally rules?


IO have an idea for a pharasman who follows the order of the caged phantom. He is able to project bolts to destroy ghosts (and of course, corporeal undead).


OK, got my build done.

background:

Bug Eater had a boy name among the Shoanti, but that is well forgotten as such things always are. His man name came from facing down a pair of fire beetles on his lonesome as a adolescent warrior and then bring the meat back to his tribe to be eaten.

Beyond that, his life as a Shoanti warrior was fairly normal. Fight orcs, fight ogres, hunt large game. The usual. Then something odd occurred and a Priest of Sarenrae working for the pathfinder society passed through his tribal lands. They paid for passage, and were respectful so there was no trouble. Though they were exploring a Thasselonian ruin, so needed a local guide, and Bug got the job.

During the exploration of the site, a giant objected to their presence, and Bug was swatted down by the brute unawares. The priest, both via healing and damage spells dispatched the giant, allowing Bug to live through the encounter.

Bug felt that he owed his life to this priest, and devoted himself as his follower, eventually taking up the teachings of Sarenrae. In due course his allegiance came to be transferred to the god rather than the particular priest, and he became a temple guard, and troubleshooter.

Taking up the star knife as his weapon of choice, he became renown for his martial prowess, and odd choice of style. When the threat to the seal and the possibility of the return of Tar-Baphon , the temple dispatched Bug to help with the effort.

motivation:

Bug Eater is deeply steeped in the teachings of the Dawnflower, and as such both works hard for the common weal, and despises the undead. He considers this a perfect culmination to his career. He has done a lot of good over time, and is pretty selfless by this point. He knows that living or dying here isn't important as long as the Great Seal stays closed.

crunch:

Bug Eater
Human (Shoanti) fighter 10
NG Medium humanoid (human)
Init +5; Senses Perception +16
--------------------
Defense
--------------------
AC 33, touch 16, flat-footed 29 (+13 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +3 shield, +1 trait)
hp 84 (10d10+20)
Fort +11, Ref +10, Will +12 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
DR 5/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 ghost touch adamantine starknife +19/+14 (1d4+10/×3)
Special Attacks weapon trainings (armed bravery, thrown +4)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +13; CMD 30 (34 vs. disarm, 40 vs. grapple, 34 vs. sunder, 40 vs. trip)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Clustered Shots[UC], Dodge, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ricochet Toss, Weapon Focus (starknife), Weapon Specialization (starknife)
Traits defender of the society, seeker
Skills Climb +8, Perception +16, Survival +15, Swim +8
Languages Common, Shoanti
SQ armor training 2
Combat Gear wand of cure light wounds, antiplague[APG] (2), antitoxin (2), holy water (2); Other Gear +2 adamantine full plate, +2 buckler, +1 ghost touch adamantine starknife, amulet of natural armor +1, cloak of resistance +2, gloves of dueling[APG], handy haversack, ring of protection +1, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 191 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +2 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Armored Juggernaut 5 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Damage Reduction (5/-) You have Damage Reduction against all attacks.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Trained Throw (Weapon Training [Thrown] +4) (Ex) Thrown weapon atk using Dex mod, add double training bonus to damage.
Weapon Training (Thrown) +4 (Ex) +4 Attack, Damage, CMB, CMD with Thrown weapons

I used average rounded up for HP. I can roll if you prefer.


HP Rolls:
HP: 9d8 ⇒ (6, 5, 1, 4, 2, 6, 7, 8, 8) = 47
Reroll for 1: 1d8 ⇒ 5

Not too shabby, I can work with that it's a little above average, so I'm happy! 51 HP from rolling.

Working on wrapping up the character sheet and then fleshing out the little details I already have in mind for the PC. He's originally going to be from Trunau in the Hold of Belkzen. I need to check the dates, but I'm thinking his pyrokinetic powers would have been awakened during the battle of Trunau when the church was burnt down with the wounded inside of it (need to verify the dates to make sure that's feasible).

RPG Superstar 2012 Top 32

@diremerc- I never got a response to the PM I sent... did you have a chance to look at it?


Potions and extracts are affected as well yes.

The spell infernal healing heals the full amount and so does the spell goodberry actually.

(Some of you might recognise this but the desolation land follows the same rules as the Mourlands from Eberron)

I also borrowed a few ideas from the Isle of Terror in the adventure City of Golden death.

Also expect to meet a bunch of stuff from this book
http://paizo.com/products/btpy8ody?The-Tome-of-Horrors-Complete

:P good times


Ah, nice to see Tome of Horrors being used. I have the hard copy and PDF. Going to be nice to look up the creatures you used.

Grand Lodge

HP: 10d8 + 38 ⇒ (7, 5, 4, 4, 2, 3, 7, 1, 4, 6) + 38 = 81
Reroll: 1d8 ⇒ 1
Rereroll: 1d8 ⇒ 2
Total 82


Apologies, but I just noticed this recruitment thread.
Are you still accepting applications. Always a fan of the classics!

Considering an Unchained Monk build. I haven't really tried a monk in PF, yet.

May go 1/2 Orc....

Dark Archive

Wizard Hit Points: 9d6 + 6 ⇒ (3, 4, 6, 3, 4, 2, 4, 5, 1) + 6 = 38

Reroll 1s: 1d6 ⇒ 1

Reroll 2s: 1d6 ⇒ 4

41 hp before con and favored class bumps. That is about average. I'll have something final up by the end of the Thanksgiving weekend.


Is it all conjuration that doesn't work? Only Conjuration[summoning]? Or only Summon Monster and Nature's Ally? Basically, will Swarm of Fangs work and will Ice Spears work? Also, what about spells that heal ability damage and negative levels?

Edit: Also, what about short range teleportation, like the Conjurer school power or the monk Abundant Step or D.Door?


2 teams could be interesting. Would they be in their own instances of the dungeon or could they interact?

I'll have this alias updated by the end of the weekend. I think she'll be a priestess of Urgathoa focusing on undead creation and control.

HP Rolls: 9d8 + 9 ⇒ (1, 4, 1, 2, 1, 7, 2, 7, 8) + 9 = 42

Rerolling 3 1s: 3d8 ⇒ (8, 3, 6) = 17


@GM This is Dorian Grey's submission.
I am writing him up as we speak, if you wanted to take a peek.

Thank you for running.

A bit o'fluff:
I am thinking that he is from the triangle border between LastWall, Ustalav and Hold of Belkzen. He was raised by a wandering shaman tribe as a guardian of the tribe. Recently, the shamans have had "stigmata-like" visions, concerning the Whispering Tyrant. Ahmose (means born of dead) has been dispatched on a sacred monk quest to unearth and destroy the threat.


Faelyn/Varn here with my PC. He's mostly done, I just need to add in his gear and tweak the profile just a little.

Sheet information:
Merius Oprean
Male Varisian Kineticist
Neutral Humanoid
Init +4; Senses: Darkvision, Perception +15
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Armor)
hp 153
Fort +17, Ref +13, Will +7
Defensive Abilities Searing Flesh 3 (15)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Kinetic Blade +15/+11 (5d6+8/x2)
Ranged
Flame Blast +15 (5d6+16/x2) – 30/120 ft.
Blue Flame Blast +15 (10d6+16/x2) – 30/120 ft.
Special Attacks Burning Infusion, Extended Range Infusion, Kinetic Blade, Eruption Infusion, Snake Infusion
--------------------
Statistics
--------------------
Str 10, Dex 16(18), Con 19 (27), Int 12, Wis 14, Cha 8
Base Atk +7/+2; CMB +7; CMD 21
Feats Point-Blank Shot, Precise Shot, Weapon Finesse, Spell Penetration, Toughness, Extra Wild Talent
Skills Acrobatics +17, Escape Artist +13, Knowledge: Local +10, Knowledge: Nature +10, Perception +15, Perform: Oratory +10, Stealth +17, Use Magic Device +5
Languages Common, Varisian, Orc
SQ Burn, Elemental Focus (Fire), Gather Power, Kinetic Blast, Elemental Defense (Searing Flesh), Elemental Overflow +3, Infusion Specialization 2, Metakinesis (Empower, Maximize), Internal Buffer +1, Expanded Element (Fire)
Other Gear
--------------------
Traits
--------------------
The Stranger: Like the lone traveler that walks alongside the caravan for but a brief while, you have a way with strangers. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to gather information. Additionally, either Diplomacy or Knowledge (local) becomes a class skill for you.

Tattooed Focus: You possess an intricate tattoo that proclaims your skill at your chosen vocation. Benefit: Choose a Craft, Perform: Oratory, or Profession skill. You gain a +2 trait bonus on checks with that skill, and it is always a class skill for you.

Basic Background:
Born and raised in Trunau, Merius' kinetic powers manifested when he entered the Plague House on a dare to stand amid the burnt building at sunset. He didn't not believe in the ghosts that were said to haunt the building; however, when the terrifying specters of those who died a horrible fiery death manifested, the overwhelming terror he felt awakened a spark in his body. Fire streaked from his fingers and re-ignited a small fire.

His powers continued to become more and more unpredictable to the point where it was becoming dangerous. He sought out help anywhere he could find it and eventually found the help in a very unlikely source. The Burning Suns orc clan, the only non-evil orc tribe in all of Belkzen. He studied with one of their shaman who taught him how to control his fiery talent. During his time with the Burning Sun he saw first hand the horrors wrought by the other orc-tribes and what could befall the rest of the Inner Sea should they spill out of Belkzen.

He then sought out Lastwall and joined in the crusade to hold back the stemming tide of orcs. He quickly became known as a terrifying enemy, raining fire down upon the ranks of any orcs brave enough to face down his fiery wrath.


DireMerc wrote:

Potions and extracts are affected as well yes.

The spell infernal healing heals the full amount and so does the spell goodberry actually.

(Some of you might recognise this but the desolation land follows the same rules as the Mourlands from Eberron)

I also borrowed a few ideas from the Isle of Terror in the adventure City of Golden death.

Also expect to meet a bunch of stuff from this book
http://paizo.com/products/btpy8ody?The-Tome-of-Horrors-Complete

:P good times

OK.

That looks absolutely amazing!

If you are willing to run two separate groups, I am hopeful to be included.


^ well said.


Josh.Ingle
Is it all conjuration that doesn't work? Only Conjuration[summoning]? Or only Summon Monster and Nature's Ally? Basically, will Swarm of Fangs work and will Ice Spears work? Also, what about spells that heal ability damage and negative levels?

Edit: Also, what about short range teleportation, like the Conjurer school power or the monk Abundant Step or D.Door?

Answer:

Spells that bring a creature from another plane do not work conjuration spells still work

Short range conjuration works but is risky (can be sickened or trown of course)


So the characters I received so far are:

Harika ir'Thul (cleric 10)

Jolgren Flintbeard (fighter?/rogue?)

Valoren Calmoren
Half-Elf magus (blade bound)9/ inspired blade 1

Kardav Vincov
Dhamphir Warpriest of Desna 10

Bug Eater
Human (Shoanti) fighter 10

Merius Oprean
Male Varisian Kineticist 10

Ahmose
Unchained Monk 10

Did I miss any? Let me know.

Grand Lodge

Here's a more fleshed out backstory and motivation for my submission.

Spoiler:

Kardav is a wandering warpriest of Desna from the sullen lands of Ustalav, growing up his undead heritage earned him scorn and distrust from his community planting a seed of discontent in his heart. As he grew older his discontent turned to wanderlust and he took the road alongside a priest of Desna who was passing through.

As the years went by Kardav became a close friend of the priest who took him under his wing and taught him of Desna and trained the young man in the styles and tradition of the God. For a while they adventured together, wandering the land as the will of Desna dictated. When the priest retired from life on the road Kardav continued, wishing his friend well in his twilight years. Amassing a reputation as a slayer of undead and trustworthy figure Kardav has found that the stigma of his youth, while not forgotten, has lessened. Folk still hide their children at his coming but they deal honestly with him, and for his part he enjoys the path his life has taken him.

With portents of the Whispering Tyrant's return growing stronger Kardav has found his path now leads into the unhallowed halls of the Gallowspire. Finding himself uniquely qualified to deal with the journey Kardav has offered his services to the quest. Anything to ensure the people of his homeland do not again suffer the tyranny that has already broke his land once.

Question, since negative energy effects are twice as powerful what does that mean for inflict spells, do they count as Empowered?

Grand Lodge

Dotting...

Maybe making a staff eldritch scion magus.


Balancer: no they just hit for double. So instead of dealing 24 damage it would deal 48.


Oh and sure I will allow the VMC if someone wants to try it.

Dark Archive

Leaving for Thanksgiving in a few minutes. Should be back Saturday evening and will post my character before the weekend is over.


Here's my submission, a reborn ghost hunter.
BTW, this is Taissa from Hell's Enforcers.

crunch:

Z'dim Orwinstone
Hobgoblin telekineticist 10 (Pathfinder RPG Bestiary 175, Pathfinder RPG Occult Adventures 10)
N Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 20 (+5 armor, +2 deflection, +7 Dex, +1 dodge, +3 shield)
hp 163 (10d8+110)
Fort +15, Ref +16, Will +12; +2 trait bonus vs. fear and death effects
Defensive Abilities fortification 20%; Resist negative energy 10, positive energy 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +14/+9 (1d4-1/19-20) or
. . mithral spiked gauntlet +15/+10 (1d4-1)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 10th; concentration +10)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 22), kinetic blade, torrent (DC 22)
. . Blasts—aetheric boost (), electric blast (5d6+9 electricity), telekinetic blast (5d6+17)
. . Utility—air cushion, air shroud, basic aerokinesis, basic telekinesis, telekinetic haul, telekinetic invisibility, wings of air
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 22, Int 10, Wis 18, Cha 10
Base Atk +7; CMB +6; CMD 26
Feats Dodge, Expanded Metakinesis, Iron Will, Toughness, Weapon Finesse
Traits poverty-stricken, reincarnated
Skills Acrobatics +11, Fly +15, Knowledge (religion) +10, Perception +17, Sleight of Hand +12, Stealth +21, Survival +13, Swim +1; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ burn (3 points/round, max 9), elemental overflow +3, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear gravewatch pendant[UE], padzahr[UE] (3); Other Gear +2 deathless darkleaf cloth studded leather, +2 buckler, dagger, mithral spiked gauntlet, belt of physical might +2 (Dex, Con), cape of free will +2/+3[MA], handy haversack, headband of inspired wisdom +2, lenses of situational sight, ring of protection +2, bedroll, belt pouch, flint and steel, iron holy symbol of Pharasma[UE], marbles[APG], signal whistle, trail rations (10), traveler's outfit, wandermeal[UE] (20), waterskin (3), weapon cord[APG] (5), whetstone, winter blanket, 4,304 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Burn 3/round (10 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow +3/+6 (Max +3, +2 CON, +2 DEX, 20% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Metakinesis (Ectoplasmic Spell) Accept 1 burn to alter kinetic blast with chosen metamagic effect.
Extended Range Kinetic blast has range of 120ft.
Foe Throw (DC 22) Throw a creature if it fails its save.
Fortification 20% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Torrent (DC 22) Blast becomes a 30' line
Wings of Air (Sp) You are constantly under the effects of fly.

Motivation:
Z'dim always knew there was something different. He never felt right. He knew deep down that there was something different about him. He had dreams of another life. Dreams of a woman who was not a woman. When the dead came, he pulled from the place within. He fought back and sent forth blasts of aethereal energy. He knew he had a mission to slay the dead. A mission he was reborn for.


inquisitor hp: 9d8 ⇒ (5, 1, 3, 8, 7, 6, 2, 7, 2) = 41

reroll 1: 1d8 ⇒ 2

42


You know what gonna try something a little different. You guys can make your own teams. I have multiple starting zones in mind. Each character that is approved can go to the campaign area and start posting. You can there discuss who wants to team up with whom. However limiting it to two teams of max 6 members each.

Currently approved players are:

Harika ir'Thul

Valoren Calmoren

Kardav Vincov

Bug Eater

Merius Oprean

Ahmose

Z'dim Orwinstone


Thank you. Looking forward to the challenge!


I will generate character tomorrow.


Whoops, forgot to roll for HP

hp, reroll 1's: 9d7 + 9 ⇒ (7, 2, 1, 6, 7, 3, 2, 3, 6) + 9 = 46

1 over average


HP: 10d8 + 10 + 50 + 10 ⇒ (8, 6, 7, 5, 2, 8, 3, 6, 5, 3) + 10 + 50 + 10 = 123

I submit Cathadi. Life Oracle 8/Song Healer Bard 2. Working on the full backstory, but added a brief one for now.

Stat Block:

===Cathadi===
CG Life Oracle 8/ Song Healer Bard 2
Female Half-Elf HP: 123 (10d8+70)
Init: +4 Senses: Low-Light Vision; Darkvision (60ft), Perception +7, Sense Motive -1
Speed: 30

===Defenses===
AC: 21 Touch: 14 FF: 17 (+5 Armor +2 Shield +4 Dex)
Fort: +8 Ref: +10 Will: +9:
[smaller]Immune Sleep, +2 vs Enchant, +2 vs Charm/Compulsion, +4 vs Sonic/language-dependant/bard performances, +4 situation (endurance)[/smaller]

===Offense===
Melee:
MWK Cold-Iron Dagger +8/+3 (1d4/19-20 x2)

Ranged:
+1 Shortbow +12/+7 (1d6+1/x3)

SQ: 27/day Performance,6/day Channel Positive Energy 5d6 (Will DC: 19); Life Link, 5/day Enhance Healing

Oracle Spells Known → Concentration +13
Orisons
Create Water, Detect Poison, Ghost Sound, Guidance, Light, Mage Hand, Mending, Purify Food/Drink, Stabilize, Spark

Level 1 → 8/day DC: 16
Bane, Bless, Cure Light Wounds, Detect Undead, Obscuring Mist, Remove Fear, Shield of Faith

Level 2 → 7/day DC: 17
Consecrate, Cure Moderate Wounds, Lesser Restoration, Levitate, Minor Image, Shield Other, Sound Burst

Level 3 → 6/day DC: 18
Bestow Curse, Cure Serious Wounds, Invisibility Purge, Neutralize Poison

Level 4 → 4/day DC: 19
Blessing of Fervor, Cure Critical Wounds, Restoration

Bard Spells → Concentration +7
Orisons
Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic

Level 1 → 4/day DC: 16
Disguise Self, Grease, Vanish

===Statistics===
Str: 10 Dex: 18 Con: 20 Int: 10 Wis:8 Cha: 20
BAB: +7 CMB: +7 CMD: 21
Feats: 1b) Skill Focus UMD ; 1) PBS 3) Divine Expression
Revelations: Channel; Life Link; Energy Body
Curse: Haunted
Trained Skills: Acrobatics (+10); Bluff (+24); Diplomacy (+13); Disguise (+12); Heal (+3); K (Local) (+5), K (Religion) (+5); Perception (+6); Perform (Comedy) (+11); Spellcraft (+12); UMD (+11)

Traits: Magical Knack (Oracle); Unswaying Love
Language(s): Common, Elven
Combat Gear: MWK Cold-Iron Dagger, MWK Shortbow, 20 Blunt Arrow, 20 Whistling Arrow, 20 Arrows, +1 Mithral Chain Shirt, +1 Mithral Buckler Buckler, Cloak of Resistance +1, Wand CLW (50), Wand Infernal Healing (50), Wang of Greater Infernal Healing (50), Wand of Inflict Light Wounds (50)
Other Gear: Oracles Kit, Disguise Kit (10), Goggles of Night, Bag of Holding Type 1, Efficient Quiver, Belt of Physical Might (+2 dex/con), Headband of Alluring Charisma (+2), 2 Platinum Rings worth 50g ea:: 47g

Motivations:

Cathadi was born to a traveling troupe of performers. Content with her life, she had no aspirations of her own. One fateful night, an armored man appeared and changed her life.

The strange creature described wondrous places and deeds she was to take part in, speaking of her fate. Disappearing as quickly as he'd appeared in a flourish of rainbow smoke, he left her with a gift.

She set out to find meaning in the strange visit. She didn't fully understand what had happened to her, but knew in her heart something called The Great Seal had to be protected.

Grand Lodge

Questions...

(1) Is wordcasting available?
(2) If so, how will Samsaran's Mystic Past Life interact with it?

RPG Superstar 2012 Top 32

I've been crazy busy with a short work week and the holiday, but I'm working on a wizard/inquisitor mystic theurge. He's a worshipper of the Empyreal lord Korada and generally good guy who's committed to protecting people from evil.

Two questions: do you object to us recycling old aliases? and, I didn't see any race restrictions, are aasimar and tiefling fair game?


HP rolls: 10 + 10d7 ⇒ 10 + (3, 3, 6, 1, 1, 4, 6, 4, 1, 2) = 41 Eliminating to reroll 1's


No objection to recycling and while there are a few races I dislike no real restrictions.


What races do you dislike?


I will have this character ready for submission tomorrow morning.

Grand Lodge

I find buying items is hard to think of or not spend crazy money on one item

RPG Superstar 2012 Top 32

Yeah, do you mind sharing which races you don't care for? I'm not attached to any particular race but some of my old aliases fit better as exotic races...


Only one that really comes to mind right now is Svirfneblin

51 to 100 of 131 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / "Oh God, oh God, we're all going to die!" campaign All Messageboards

Want to post a reply? Sign in.