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Thoris - What Lurks Beneath (Inactive)

Game Master Almagafor

For my DMPCs buddies.

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The nation of Thoris has been united for 80 years now, the monarchy having united once disparate peoples and cultures. The civil war that racked the nation ended with the ascendancy of the Falamit Dynasty and the coronation of King Rys I. Since then legions and feudal armies that once clashed for control over Thoris have assualted the savages of the untamed lands, claiming new territories for citizens leaving overcrowded cities and yound nobles needing demesnes of their own.

Thoris is not a monolith however. Long lived elves and dwarves remember the time they walked unhindered by checkpoints and were untaxed by a foreign king. The nobles push against regulations that attempt to keep their power in check. The legions are composed of foreigners and mercenaries. The savages of other lands prepare to retake lands they have lost. And through it all a dark undercurrent flows, whispers speak of civil war renewed, the weather has become progressively grim, and something lurks in the night.

Into this turbulent scene we find our heroes drawn to the northern border, to a small mining town called Ironrot. Within the mines ancient evil is awakening, ready to descend on the town and drag it to Perdition.

Setting and Feel:
The setting is one of low magic. This is not to say that magic is hard to come by in game or that players are somehow limited in spell levels or such. Instead, the low magic feel of this game is brought about by no item simply being a "+2 longsword," each magic item has a history to it and they tend to be useful over long periods of time. The average person knows as much about magic as a medieval peasant might and treats it as such. Witch, wizard, sorceror, shaman, and such are not defined terms but rather catchalls used in the vernacular. The average citizen is superstitious and has likely never seen real magic in use, but rather slight of hand and charlatanism. Most, though not all, magic users are self taught and came about their powers through divine gift, sudden insight, careful experimentation, or some combination of the three. Magic users, if they are known as such, are treated differently and can expect to be shunned and feared. Divine spellcasters may receive slightly better treatment but it is not a guarantee.

Spell and spell-like ability using monsters are rare, but not unheard of, as are those with supernatural abilities. Most stories of such creatures are akin to the boogeyman and tend to be discounted. Among scholars undead, outsiders, dragons and the like are known to exist but most people who might be able to deal with one have either never encountered one or did not live to tell the tale. Most who say they have seen a supernatural creature are thought to be mad or lying.

The setting is dark. Bad things happen to good people and good doesn't always come out on top. Most of those in power are corrupt and those who aren't often have their days numbered. The gods, good and evil, tend to be distant, even from their clergy. People are scared and they are alone.


Shining Advent - The capital and second founded city of Thoris, it sits on a series of islands in the Mother Sea. The city was built about 3000 years ago by ancestors of the Falamit Dynasty as a refuge against their enemies and was designated as the capital when they won the civil war. The local climate is mediteranean.

Flame End - The westernmost city and the religious center of the nation, temples to nearly any diety can be found operating openly here as well as numerous monastic retreats. The local terrain consists of rolling hills and vinyards with a temperate climate.

Dawn Cradle - The eastenmost city and one of the worst slums in the known world. Built as a guard against Sagrilak, the city was sited on a causeway surrounded by swamp. What was once a military fortification grew overtime into a small city with extreme overcrowding due to lack of solid ground.

The Forks - The first known city in and former capital of Thoris, the nation is the namesake of this former citystate. Once the war was over the city's name was changed to what was once an unofficial moniker. The city lays not far from Shining Advent, though separated by the Mother Sea, and lays at the convergence of three major rivers, the Thelm, the Aar, and the Rinyth, and controls trade along them.

Heartwood - A northern city and center of the lumber trade, this city once belonged to the old elves and still shows marks of their architecture. The city was abandoned for nearly half a millenia before being resettled by humans three hundred years ago.

Tyldrem - Lying between The Forks and Flame End along the river Thelm, this city is known as the bread basket of the West. The industry of the city is geared entirely toward supporting the farmers who travel there to sell their goods down river. Storms that begin over Shining Advent and the Mother Sea and rack The Forks end here as gentle rain, combined with a warm summer and mild winter the earth here is almost black and the most fertile and desirable in Thoris.

Qath Mora - A colony of Thoris across the Mother Sea and her southernmost city, Qath Mora once belonged to Sudland and has been a major point of contention between the two lands. The city itself is pleasantly cool but it is surrounded by harsh, hot savannah and desert.

Razor Melt - The northern colony of Razor Melt lies on the other side of the Jyndral Mountains from the rest of Thoris and guards the northern entrance to Hellwinter Pass from Roalm and Wildlands incursions. Once belonging to the greater Dwarven clans, Razor Melt is carved into the very stone and manned by two full legions as well as numerous camp followers. Unlike Heartwood, Razor Melt has never been completely abandoned and hosts a larger than average dwarf population. Food for the city is imported throughout the summer from Tyldrem through Garrison and stockpiled. The city itself is unsuited to large scale agriculture due to constant snows coming from the far north and breaking against the mountains.

Garrison - The heart of Thoris's military and headquarters of eighteen legions, Garrison was once a temporary fort erected on the southern side of Hellwinter Pass. It has grown overtime and now has a population second only to Tyldrem and her outlying towns. The city is the most orderly of the major settlements of Thoris and is a center of metallurgy and engineering as well as containing the Arcane War College, headquarters of the battlemages.

Deities - Standard

Neighboring Nations:

Wildlands - To the north and east of Thoris, beyond the Jyndral Mountains and the Anderhalm river, lie the Wildlands. Heavily forested with pine and other evergreens, the area is sparsely populated by various savage tribes. While some tribes swear allegiance or fealty to Thoris, most are hostile. The land is generally hospitable despite the colder temperatures and is considered a possible region for expansion of the kingdom.

Roalm - To the north of Thoris lays Roalm, a confederacy of various tribes opposed to Thoris's expansion and colonization. The land is cold and snow is present on the ground constantly. The plant life of the region is deep forest, with various small rivers winding their way through it. Peoples here are primarily hunter/gatherers and generally of humanoid races. The land in thought to be cursed by the southern peoples for its great variety of monsters, many an adventurer has met their end here at the hands of an ogre or troll.

Sagrilak - The eastern city states of Sagrilak are a series of militaristic and dangerous hobgoblin nations. The lands are mountainous and ill-suited to most agriculture and the people, if not soldiers, are primarily shepards and vinters. It is bordered on the north by the Wildlands and the Anderhalm river and the east by the Sistircian Sea, across which lies Minarath.

Evenhold - To the south and east across the Mother Sea and separated from Sudland by the Remiri Strait lies Evenhold, the oldest, proudest and once most powerful civilization. The land is populated primarily by humans now but giant rulers still stalk the arid streets of oversized cities. The nation thrives on plentiful gold and silver mines as well controlling the Remiri, the only known way to the great Southern Ocean and the spice trade that lies beyond.

Minarath - The easternmost extent of any known civilization, Minarath is a land of false gods and infernalism. The varied powers and nations of the region are constantly at odds and it is difficult to tell who is current in control of any given area. Within Minarath only the dead city of Shearn is a constant, lost millenia ago to the forces of good it is now truly a necropolis ruled over by an undead court.

Gwyrne - The northern and western land of Gwyrne is next on the list for the legions to take control of. It contains fertile and easily farmed lands, a gentler climate than other northern territories, and the natives are more civilized than other expansion regions. This does not mean the natives like the Thorese however, the nobles and chiefs of the land go about on great destriers with eons old plate mail adorning them and they are ready to defend their lands to the death. The war for Gwyrne will be long, hard, and uphill. But the legions are being readied and one day soon they will begin their march north.

Sudland - Across the Mother Sea from Thoris lies Sudland, a rough land of savannah and desert. Many primitive peoples call the place home, the place was once the birthplace of civilization but after eons it has been abandoned for more favorable lands. The locals are angered at Thoris for the loss of their trade hub of Qath Mora, even still they pay the tax to use its waters and trade in its markets.


The races of Thoris tend to reach maturity faster than those on Golarion, those who have greater maturity ages than half-elves instead reach maturity at 30 and then reach middle age at the norm for their species. So elves are physically mature in their early 30s, as well as dwarves and any others.

Elves - Elves in this setting do not build cities, instead the travel in great nomadic tribes. They are among the best horsemen and archers known and are said to be born to the saddle. Most tribes are democratic though dictators and warlords are not unknown.

They may exchange their automatic proficiency with longsword and rapier for proficiency with scimitar and lance, the maintain their proficiency with bows.

They may exchange Elven Magic for a +2 racial bonus on Ride and Handle Animal.

Dwarfs - Dwarves of the setting were once powerful merchants, craftsmen, and warriors, but with the coming of the Thorese legions those who did not join had to learn new trades as the humans and their sympathizers took the most profitable and honorable jobs. Now most dwarves are involved in the slave trade.

May exchange their Greed bonus to appraise things containing gems for a bonus to appraise people, livestock, and other "flesh commodities"

May exchange Hatred bonus versus Orcs and Goblins for a bonus against any humanoid in Thorese military uniform.

Gnome - Many gnomes of Thoris have lost their curiosity and lust for life. They are made to create the great siege engines of the legions and serve as smiths and craftsmen for the nobility. Such gnomes tend to have greying or white hair and are terribly jaundiced.

May exchange illusion resistance for a +2 bonus to save versus fear effects.

May exchange defensive training for Plagueborn

Orc/Halforc - Orcs are natives of Roalm, and oppose civilized expansion to the region. As such those near the border find themselves hunted constantly by the legionaires. Their half breed children are a different story, the human militaries prize the spawn of orcs and men and offer large incentives for those willing to join the legions.

Orcs lose light sensitivity, they gain a +2 racial bonus on Survival.

Half-orcs weapon familiarity may be exchange for short sword and pilum proficiency.

Halfling - Halfling tribes control large portions of Sudland, while they are not enemies of Thoris they rarely see eye to eye with their civilized neighbors. The halflings native to Thoris make excellent diplomats and have served as lesser courtiers for generations, Sudlander halflings are known for their fantastic speed and ability to run long distances.

Northern halflings may exchange their bonuses to Acrobatics and Climb for bonuses to Diplomacy and Bluff.

Sudlander halflings may exchange Luck and Slow Speed for Normal Speed and Fast (speed 40ft)

Dramatis Personae:

King Rys II - The third king of the Falamit Dynasty. Currently 40 years of age, he has lost his first wife as well as his two children. Generally considered a kind and fair king, he currently is seeking a new wife to give him an heir.

Colonel Matias Raam - "The Butcher of Cali's Bay" is an elf and noble of the Thorese court. He is considered extreme, but a loyalist to the crown which he has faithfully served for near a century.

Lady Sorel il'Landes - The widow of Carrick il'Landes, she is one of the wealthiest women of The Forks.

Lord Mayor Karm il'Fen - The mayor of Ironrot is a retired adventurer, known for being unremarkable among the nobility and fair with a blade.

Lord Commander Edwyrd Kull - The commander of the 14th Legion and member of the king's court.

Scar - A crime lord.

Legionaire Marn Wistram - A legionaire of the 14th.

Legionaire Dallad Burne - A legionaire of the 14th.

Character Creation:

5d6, drop lowest 2, arrange as you like, may have 1 reroll
If you get something untenable you may do 25 point buy.

3rd level


OK with pretty much anything Paizo/Pathfinder as far as classes, feat, etc. Will consider 3pp on request. Will be using SGGs Guide to Horrifically Ovepowered Feats on a limited basis.

2 traits

HP: Max for 1st HD, after that roll with half HD minimum.
example d6 HD 1d6 ⇒ 2, that 2 becomes a 3 since 6/2=3, had it been a 4 or higher would of kept the roll.

As always if you have any questions, PM or post here.

5d6 ⇒ (3, 2, 4, 2, 2) = 13 =9
5d6 ⇒ (1, 1, 1, 6, 1) = 10 =8
5d6 ⇒ (4, 4, 1, 2, 5) = 16 =13
5d6 ⇒ (5, 5, 3, 2, 2) = 17 =13
5d6 ⇒ (2, 2, 3, 6, 1) = 14 =11
5d6 ⇒ (5, 6, 1, 4, 4) = 20 =15
re-roll: 5d6 ⇒ (5, 4, 3, 4, 4) = 20= 13
9, 11, 13, 13, 13, 15 = 16pt buy, I think I'll take the 25 pts

Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

5d6 ⇒ (6, 6, 2, 1, 4) = 19 = 16
5d6 ⇒ (4, 4, 3, 3, 4) = 18 = 12
5d6 ⇒ (1, 3, 2, 1, 2) = 9 = 7 rerolled
5d6 ⇒ (1, 1, 4, 3, 2) = 11 = 9
5d6 ⇒ (2, 6, 6, 4, 6) = 24 = 18
5d6 ⇒ (1, 5, 5, 3, 5) = 19 = 15
Reroll: 5d6 ⇒ (4, 2, 5, 3, 6) = 20 = 15

18, 16, 15, 15, 12, 9 = 42 point buy nice! Now what to play...

Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Hmmm, lets see I'm running a druid and a a Paladin, both melee. I'm tempted to go bladebound Magus. The 40 foot speed is making me seriously consider a halfling, hmmm.

Yes, I'll probably go with that and have him be the bold son of a local halfling official. Maybe his family are courtiers and he served in the legions as a messenger - seems to make sense given the speed and famed ability to run long distances. He found his blade and resigned his commission or some such. I'll try to keep his magic understated and avoid showier spells. I'll knock him up tomorrow.

Any suggestions for a purpose for his black blade Almagafor? I'm thinking he acquired it on a earlier adventure to some ancient cairn and its essentially been teaching him to be a Magus.

Black black purpose? Right off hand, depending on alignment of course, there is killing evil outsiders, maintaining or overthrowing the crown, defending the wrongly accused. There are other but those all match arc 1-3 pretty well.

Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Hmm, probably maintaining or overthrowing the crown, I'm thinking chaotic good, which would probably lean more towards overthrowing from what I hear about the nation, but probably overthrowing from the info. What do the rest of you think? I'd rather not be clashing with others ideas.

Both work rather well, that's likely to be a party decision.

Well working to maintain an oppressive government seems like it would be more fun, simply because it differers so much from the standard adventure format.

Working against the establishment as part of a rebellion or something would also be fine with me.

Just making a note.

The more unusual races are available upon request.

The "Overpowered Feats" stuff will be available as arc/quest rewards I'll give any relevant options/rules at that point if you don't feel like buying the book.

Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Reporting in!

Would you allow a Half-Ogre? Im thinking of playing a disillusioned former legionnaire turned bodyguard or mercenary.

I don't see any issues with it, ogre parent likely from Roalm or Wildlands.

Loot Tracker Current Map

here's the link to my game thread, by the way.

Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Thanks :)

Loot Tracker Current Map

Waiting on folks to jump into my game.

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

Think I'll just drop Blade Bound, I don't like the whole purpose thing being so tied to my character - I want to be able to change my mind based upon what we witness, etc.

Here's a partially completed Blim anyway.

HD: 2d8 ⇒ (7, 7) = 14

If you want I'll allow you to wait on special purpose until after the first arc is over, give you some time to decide.

Nice rolls on HP by the way.

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

Okay Blim is complete. It should be amusing to have him in combat with a massive half ogre! He also has a monkey familiar :)

He's a dervish dancer, with good skills, +16 stealth, +14 acrobatics, etc. He'll generally try to use his high movement to get into flanking positions and then full attack for 2 strikes of his scimitar with one imparting Touch of Fatigue against weaker foes, or use shocking grasp, etc., on tougher foes.

I'm going to be begging the bigger folks to carry some stuff for me since as is I'm a little over capacity with my non combat gear included - str 7 for the win ;)

Edit: Thanks Almagafor, but the more I thought about it the more I went off the Black Blade - plus a monkey is obviously better!

He's a former Thoris Legionary, who served as a runner and courier primarily and was captured by a Sudland halfling tribe that was clashing with Thoris and was later subsumed. He probably got a touch of Stockholm Syndrome there, and he learned the rudiments of magic, and left the legion once he was released - only serving the remaining few months of his term.

His family have asked him to deliver something to Ironrot to get him away from, "those Southern halfling who are addling yer brain lad!"

Touch and Flat ACs look wrong, otherwise everything seems to add up.

Background looks good, I have just the person to deliver it to.

Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

5d6 ⇒ (6, 4, 3, 4, 5) = 22 15
5d6 ⇒ (1, 6, 1, 6, 5) = 19 17
5d6 ⇒ (6, 2, 6, 4, 3) = 21 16
5d6 ⇒ (2, 3, 6, 6, 3) = 20 15
5d6 ⇒ (6, 4, 3, 4, 2) = 19 14
5d6 ⇒ (4, 1, 6, 6, 2) = 19 16

5d6 ⇒ (3, 3, 4, 1, 6) = 17

Had to switch computers to get the site to stop being screwy.

With those scores I don't think I can play a regular half-ogre. His social and mental stats will be too high :)

what do you think of taking Combat Reflexes, Seize the Moment and Butterfly Sting? (I'd be taking Combat Reflexes and Seize the Moment)

If you had a high crit range weapon, we would be a seriously nasty melee pair.

Basically, you'd focus on getting crits, and use Butterfly Sting to give them to me. I'd hit them like a truck (as an auto crit AoO), which would then trigger your Seize the Moment giving you an immediate AoO for passing the attack to me (potentially starting the cycle over.

If your Monkey had Butterfly Sting too, this would get really mean.

What do you think?

Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I have an amazing idea about being Blim's little brother...

It'll make sense, I promise. :)

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Ok, background is up inside the Alias.

Mechanical framework to follow.

I like it. Works well with arc 1 and the first set of quest rewards.

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Yay! I love accidentally being plot-relevant.

I left the details of the entity in my head ambiguous. I thought you might like to fill in those blanks.

Any chance you might house rule longspears as a one-handed weapon so I can better fit the legionnaire mold without needing three levels in a crappy fighter achetype?

I'm Ok with say a -2 penalty to hit for being unwieldy but otherwise working fine. Reduce the penalty by 1 with the installation of a counterweight for 2gp.

Incidently most legionaires are sword, board, and javelin. The phalanx is more a Sagrilish tactic, though there is call for them in most nations.

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Gotcha. I was picturing roman style sword and spear wielders.

What kind of sword and shield? What kind of armor?

I dropped javelins for the sling to keep with my Halfling roots.

Does the Legion employ any kind of reach weapon or am I on my own for that?

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

DH, I'm afraid the Magus's main shtick is getting crits for himself, because importantly he'll be critting with his spell damage as well, so if I crit with a shocking grasp - eventually on a 15-20 - I'll be looking at 2d4+12+6d6 damage, which scales well all the way uptil 10th with intensify spell. And there's just no way I can fit those feats in sadly, Magus's are pretty feat starved, I can't really see anyway I can give up any of my planned feats without tanking my build sadly.

DH: They normally loose spears/javelins/pila into the enemy and then close to melee relying on their better armor to make the difference against other humanoids. They tend to go for tower shield and short sword or large shield and longsword, though other combinations are not unheard of. Armor tends to start at scale and go up from there though fullplate is rare except for commanders of noble rank. Reach weapons tend to be the weapon of the Auxillia, though some legions still employ the traditional Triarii formation of spearmen in the heaviest armor available forming the third line of attack/defense.

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

That's sad, Blim. Maybe someone else, or maybe your monkey can learn them, or maybe I can take leadership and have my own Butterfly Sting partner.

The combination of a fast character with a high threat weapon and butterfly sting and a strong character with a high crit damage weapon is really one of the most potent I've ever seen. The trouble is that nobody seems to like/have room for teamwork feats.

DM: Gotcha, I'll change my appearance and gear away from the greek stuff. I'd imagine that I wasn't in the standard leigion formations, but rather was in some kind of shock troop or heavy infantry unit. Would their loadout have been different?

Shock troops, depending on legion, carry the nastiest stuff they can get their hands on, greatswords and axes, polearms, warhammers, whatever it takes to force a rout. Those who can use a shield, armor still tends to be on the heavy side. They tend to be a little more free willed than basic legionnaires but less so than the scout and outrider elements. Shock troops would maintain the maniple/cohort arrangement, scouts and outriders use squad/platoon.

I think I'm going to go with a half-elf bonded witch. I should have the PC done shortly.

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4


Feel free to ignore all this, but I'm going to try to change your mind. This is really to amazing not to explain.

So I've been looking into this Butterfly Sting thing. It turns out it's a lot less feat intensive than I thought. You already qualify for it, and basically that's it. I have the rest covered.

Here's how it works. By taking Butterfly Sting (nothing nothing extra), you can do your crit thing normally, but if I'm near you, you can pass that crit to me. Here's the math comparison-

You stated 2d4+12+6d6. Not sure what level that's at, but I'll assume it's soon and scales. That's an average of about 38 damage. Pretty good.

If you take Butterfly Sting at 5th level and pass me a crit (after still hitting normally), I'll be dishing out 4d8+88 damage. Average of 106.

At 9th level I'll be able to do that as an AoO. Essentially, whenever you crit near me, instead of doing double damage+ spell damage, you'll deal normal weapon damage + My crit damage (adding about 100 to what you normally do).

So basically, you'll still have your whole gimmick, and I'll still have mine, but when we're next to each other, we'll be able to do obscene damage about 1/4 the time. All for one feat (and a weird build on my part).

I can do this on my own with a high-crit-threat Cohort, but I think it would be more interesting for the two of us to do it together.

What do you think? Can you fit one more feat into your build somewhere? Anywhere?

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

1d12 + 1d10 ⇒ (12) + (8) = 20

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

I don't think I do qualify for it, I don't have Combat Expertise, there is absolutely no way I can give up either of my starting feats - weapon finesse and dervish dance. I could potentially take it at 5th though, as I get two feats then. My normal feat choices then would probably be extra traits and intensify spell - so I can extend the range of shocking grasp beyond 5d6.

2d4+12+6d6 is 3rd level damage. But its actually a bit better than you make it sound for us to combo, as I won't be using Shocking Grasp everytime and I'll be using Touch of Fatigue to give me two attacks with my scimitar on a fullattack right off the bat - if I can get it off with concentration - so I'd have two chances to crit. Hmmm, certainly tempting.

We've got plenty of time before 5th, but it does look good. In a happy coincidence 5th is also the level I can make my scimitar keen by using arcane pool, which would give me a 1 in 4 chance of critting.

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

Potentially I could also use a rod of intensify spell to get around needing the feat. It 3000gp which is not bad... With my wrist sheath I could draw it as a swift action use it while casting and then drop it, hmmm, but then I'd need a hand free to cast. Damn. If I had quickdraw it would work... But I can't afford the feat. I suppose I could use it out of combat to put a shocking grasp in my weapon...

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Damn! I totally mixed up weapon finesse and combat expertise. That's annoying.

I'll totally pitch in for a rod of intensify for you. That's a good investment. Heck, we could customize your sword so the rod is/fits into the handle.

5th level about the time most synergies come together, so that works great.

M Elf Monk(Zen Archer) 5 | HP 38 | AC 20 | T 19 | FF 16 | CMD 24 | Fort +6 | Ref +7| Will +8 | Init +5 | Perc +14

Ok I think I'm mostly good to go.

HP: 2d6 ⇒ (1, 1) = 2 Ha! so 6 hp it is.

Who can I assume is finalized?

HP 46/46, AC 21, FF 18, Touch 13 Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

I am, save for equipment. Feel free to audit my sheet.

Male Halfling Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

Sorry, Blim is finalized. Almagafor can I please get you to create a game tab so we can dot it? It allows us to see it in the Campaigns page and makes it much more accessible. I recommedn dotting and then deleting the posts since that looks much neater and achieves the same result.

Vex that works for me, though I wouldn't want you to pitch in, just spend as much as you can spare on making your super crit weapon as nasty as possible! And nice to note that a big crit weapon will come in handy before 5th due to Fanguar's Witch having the slumber hex!

Sucks about those HP rolls, but False Life can make up a decent chunk of it once you get it. Any chance you are planning on getting misfortune? That hex is beyond awesome for a party.

Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Okay here's the recruitment thread for a new member. If I have it right for APs we want to avoid, Rise of the Runelords, Carrion Crown - as Fanguar has played, and Serpent's Skull because I'm currently running it. Are there any other APs that people wish to avoid?

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