Top of the Heap: A PbP adventure for level 18 characters

Game Master Mark_Twain007


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Sczarni

Zayne Iwatani wrote:

You can already shake a CR 19 dragon on a 5 or better. Like a Dread is really necessary. Also the will save is DC 28. 10 + ranks in intimidate. You have 18 ranks in intimidate. I t can make that save fairly reliably.

psionichamster wrote:
(Side note: high level fighters are stupid hard to hit and do crazy damage)
But if a dragon pops an antimagic field, your AC drops by 10-20, attack by 8 and damage by 9 (or somewhere in there). I wish Path of War was available. Fighters rely too heavily on magic. At least PoW has movement options, buff, debuff, etc that is not magic.

Meh, not too concerned.

If the dragon wants to go toe-to-toe against the 18th level fighter, I've done my job well enough that the others can smack him with arrows/non-SR spells/giant rocks/etc.


Eldar of the Lost. Horizon Walker. Here to guide the group on the journies. No terrain is alien to me

Eldar:

Eldar of the Lost
Male human fighter (unbreakable) 6/horizon walker 10/ranger (warden) 2 (Pathfinder RPG Advanced Player's Guide 265, Pathfinder RPG Ultimate Combat 49, 68)
NG Medium humanoid (human)
Init +5; Senses Perception +30
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Defense
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AC 39, touch 17, flat-footed 34 (+12 armor, +2 deflection, +5 Dex, +2 natural, +8 shield)
hp 240 (18d10+96)
Fort +23, Ref +18, Will +17 (+2 vs. mind-affecting effects)
Defensive Abilities unflinching +2; Immune exhaustion, fatigue; Resist fire 10
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Offense
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Speed 30 ft.
Melee +5 ghost touch keen adamantine bastard sword +28/+23/+18/+13 (1d10+26/17-20)
Horizon Walker Spell-Like Abilities (CL 10th; concentration +13)
. . 7/day—dimension door
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Statistics
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Str 28, Dex 20, Con 20, Int 16, Wis 18, Cha 16
Base Atk +18; CMB +22; CMD 44
Feats Armor Focus, Blind-fight, Cleave, Combat Stamina, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Vital Strike, Heroic Recovery[APG], Improved Surprise Follow-through[ARG], Improved Vital Strike, Iron Will, Power Attack, Shield Focus, Surprise Follow-through[ARG], Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits auspicious tattoo (shoanti), devotee of the green
Skills Climb +30, Diplomacy +24, Fly +23, Knowledge (dungeoneering) +24, Knowledge (engineering) +24, Knowledge (geography) +25, Knowledge (nature) +19, Knowledge (planes) +24, Perception +30, Survival +25, Swim +30
Languages Common
SQ armor focus, armor training 1, blind-fight, cleave, favored terrains (astral plane +6, cold +4, desert +6, evil +4, forest +6, swamp +6, underground +6, urban +6), great cleave, greater vital strike, improved surprise follow-through, improved vital strike, live in comfort, master of all lands, master of terrain, power attack, shield focus, surprise follow-through, terrain dominances (astral plane[APG], desert[APG], terrain mastery [plane, evil-aligned][APG]), terrain masteries (terrain mastery [astral plane][APG], terrain mastery [desert][APG], terrain mastery [swamp][APG], terrain mastery [underground][APG]), track +1, vital strike, weapon focus, weapon specialization, wild empathy
Other Gear +5 ghost touch mithral breastplate, +5 mithral heavy steel shield, +5 ghost touch keen adamantine bastard sword, amulet of natural armor +2, belt of physical perfection +6, cloak of resistance +5, eyes of the eagle, headband of mental superiority +6, ring of protection +2, ring of sustenance, 745 gp
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Special Abilities
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Armor Focus [Combat Trick] Use 2 Stamina, increase bonus to +2 for 1 rd.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Combat Trick] 2 stamina points to ignore miss chance of creature hit until end of next turn.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Favored Terrain (Astral Plane +6) (Ex) +6 to rolls when in astral plane terrain.
Favored Terrain (Cold +4) (Ex) +4 to rolls when in cold terrain.
Favored Terrain (Desert +6) (Ex) +6 to rolls when in desert terrain.
Favored Terrain (Evil +4) (Ex) +4 to rolls when in evil terrain.
Favored Terrain (Forest +6) (Ex) +6 to rolls when in forest terrain.
Favored Terrain (Swamp +6) (Ex) +6 to rolls when in swamp terrain.
Favored Terrain (Underground +6) (Ex) +6 to rolls when in underground terrain.
Favored Terrain (Urban +6) (Ex) +6 to rolls when in urban terrain.
Great Cleave [Combat Trick] 5 stamina points to make another cleave attack anyway after missed attack.
Greater Vital Strike [Combat Trick] 4 stamina points to reroll four damage dice.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Improved Surprise Follow-Through When using cleave or great cleave, all additional opponents are denied their Dex bonus.
Improved Surprise Follow-Through [Combat Trick] Increase bonus from Surprise Follow-Through combat trick to 1d6 damage.
Improved Vital Strike [Combat Trick] 3 stamina points to reroll three damage dice during Vital Strike.
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of All Lands (Su) All terrains are favored +2, can grant allies in 30 ft +2 favored bonuses (+4 in mastered terrain).
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Shield Focus [Combat Trick] Up to 2 stamina points to increase bonus to shield's AC bonus.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Surprise Follow-Through [Combat Trick] 2 stamina points to deal an extra 1d6 damage against foe denied Dex bonus by Surprise Follow-Through.
Terrain Dominance (Astral Plane +6) Use fav. terrain as enemy bonus vs. terrain natives. +1 to hit/dam vs. outsiders.
Terrain Dominance (Desert +6) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Mastery (Astral Plane) (4 rds) Grant allies bonus in terrain. +30 ft fly on subjective/no gravity plane.
Terrain Mastery (Desert) (4 rds) Grant allies bonus in terrain. Effects causing exhaustion are reduced to fatigue.
Terrain Mastery (Plane, Evil-Aligned, Evil) (4 rds) Grant allies bonus in terrain. Can choose to detect as evil-aligned.
Terrain Mastery (Swamp) (4 rds) Grant allies bonus in terrain.
Terrain Mastery (Underground) (4 rds) Grant allies bonus in terrain.
Track +1 Add the listed bonus to survival checks made to track.
Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Combat Trick] 2 stamina points to reroll up to two damage dice of a Vital Strike attack.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Looks like rorek55 is going to make selections this weekend. If Sun Zhang Lao is not chosen, I may submit him here. I worked on some of the answers to the questions posed, taking a little time on the dragon one.


Answers to Questions:

GM_Panic: No Hero Points. You'll have to survive by your skill, whit con score, and how poorly my dice usually role.

Magnorun: I've never run using those rules but I don't see why not. Just make sure you are familiar with the ins and outs of them, and I will familiarize myself with them as well.

Jereru: I actually had not noticed that post in the last thread, but since this is a direct conversion for those who made characters for that one(Even though it is back on). I will go with it as well.

TAKE NOTE! You all gain a permanent +5 resistance bonus on saving throws, making cloaks of resistance pointless. If you did purchase one for your character, you can swap it out now, or later if you are chosen

I think I got them all. Again let me know if I missed you. Updated submitted character list to come.


Updated submission list. Errors should be fixed and new character added.

Leinathan - Azorn the Unscathed - Hobgoblin Samuri 10/Kineticist 8//VMC Barbarian
Nikolaus de'Shade - Ahreni, Fallen Angel - Aasimar Unchained Monk 18
HedwickTheWordly - Solomon Volstadt - Cleric 8/Brewkeeper 10
HedwickTheWordly - Nkondo Tambor - Human Magaambyan Initiate 9/Magaambyan Arcanist 9
Johnny_Panic. - Rosa Luminass - Tiefling Cleric 18
Vrog Skyreaver - Danielle Corsin | Wraith - Half-Orc Vigilante 18
Jereru - Father Laszlo - Human Warpriest 18
psionichamster. - Pele Ento'Yoshi - Elf Wizard(Evoker) 18
psionichamster. - Rygar Steelriver - Dwarf Fighter 18
Lucendar - Drogar White-Tusk - Half Orc Barbarian 18
Zayne Iwatani. - Chell Silves - Human Cleric 18
Dave Young 992. - Latharien "Lefty" Setiva - Unchained Rogue 1/Admixture Evoker 7/Arcane Trickster 10
TheoreticallyYours. - Raz Moonstone - Gnome Life Mystery Oracle 18
Seth86 - Eldar of the Lost - Human fighter 6/Horizon walker 10/Ranger 2


Alright, I'm confused by the intimidate argument between Rosa,
Zayne Iwatani, and Azorn, and I want to make sure we clarify some things.

Intimidate skill rules

Point 1: Unless you are using Frightful presence, or a spell there is no will save to demoralize an opponent (see the demoralize section in the link above, it's a flat DC you have to beat, that DC is 10+HD+Wis mod. So for this nice black dragon you have to get an intimidate skill check of over 42(10+26+6).

I believe Rosa got a 41 so close but no cigar to scare the black dragon

Point 2: Intimidate Unchained. Sorry Rosa, because I love the unchained intimidate rules, but you have to either be a rogue or take the Signature Skill feats. First 3 paragraphs of Intimidate unchained in the link above, and with the rules I copied from the other GM, he barred any class from taking that feat, locking it only to the unchained rogue.

Does that make sense or is Rosa using a spell that I missed?


Thanks GM.
Its a little mute now as the will save post success is easy for any beats or NPC to pass at level 18. Its clear, Skill Ranks not skill for the will save after, so even if she did beat its DC its going to make a will save of DC28 [10+18skill ranks] with its will save of d20+22Will

This just brakes Intimidate and Intimidate Unchained in my view.
So keeping away form it.


There are better ways to make someone frightened with intimidate. One level of Rogue with the Thug archetype, for example. Kick in some vigilante, and you start damaging people when you given them the shaken condition.


Hey everyone. I'm away for two weeks getting married so if that disbars me from the recruitment I understand - I don't want to hold the game up for all these great submissions.

Quick fluff for Ahreni before I go.

She was once a high level angel who, rather foolishly, lead an assault on a demon lord of Earth's stronghold. The demon lord petrified her at a touch and then kept her in his palace as a rather amusing trophy for many years.

The demon lord was eventually slain, by Aroden maybe?, but Ahreni was left to moulder and was passed from hand to hand as an interesting and ironic piece of demonic art, until she eventually ended up in the hands of the Runelord of Wrath. Many centuries of exposure to the Runelords magic left her with a deep and burning feeling of rage and injustice until finally, the power inside her grew so great that it broke the petrification spell and released Ahreni back into the world.

Ahreni is fairly tall but, most noticeably appears to be carved entirely from marble. Her entire body, including clothes is made of stone and exactly how she is able to move is not at all clear. (Fluff for Angel flesh) She remains a celestial being and tries hard to be good, but is driven by a deep seated sense of rage and injustice which can cloud her judgement.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Unless my char was excluded for a reason, 'Lil' - unchained rogue 8 / horizon walker 10


Just reread what the GM said, Ok so there is no save for Intimidate -> Demoralize -> Opponent.

So she has only 38 but still not bad, will keep it and see what happens if picked


Another question:

Can we fake having a spell with UMD in order to craft an item, or do we REALLY have to have the spell ourselves?


Submitting Alaneo Leafshadow, a gathlain character that I was working up from the previous recruitment. There, I had asked for and received permission to use this race; hoping he will be considered here as well. The gathlain has less RP than either the tiefling or the aasimar, and much of that comes from their natural fly speed, which I'm not even using since as a kineticist I have at-will flight anyway.

The gathlain have a rather potent FCB for the kineticist, that allows them to reduce 1/6 of a point more burn with every use of gather power. At this level, that is a total of an additional 3 burn points reduced. This allows me more options with my blasts, and offsets some of the drawbacks of playing an Overwhelming Soul kineticist.

Let me know if you have any problems with any of this, and I can try to rework it.

Personality:

Alaneo is a paranoid, flighty, mostly self-centered person, though with those that do earn his trust he can be very loyal. He is very weak physically, and if you manage to engage him in melee he is going to have a hard time of it, so he does everything he can to not put himself in that situation. He has a very forceful personality, and over the course of his adventures has developed a lot of faith in his own abilities. He loves to explore, to find new places and explore forgotten places. He loves a good prank, and will use his telekinesis to mess with people whenever he can. While not particularly religious, he considers himself loyal to The Lantern King, one of the Eldest of the First World, one who is a prankster without peer.

Crunch:

Alaneo Leafshadow
Male gathlain aerokineticist 18
CG Small fey
Init +12; Senses low-light vision; darkvision (60ft); Perception +23
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Defense
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AC 44, touch 23, flat-footed 38 (+9 armor, +5 deflection, +6 Dex, +1 insight, +6 natural, +6 shield, +1 size)
hp 171 (18d8+54)
Fort +19, Ref +25, Will +14 (additional +9 on Will vs. charm and compulsion effects)
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Offense
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Speed 30 ft.
Melee adamantine dagger +14/+9/+4 (1d3-1/19-20)
Special Attacks kinetic blast, metakinesis (empower, maximize, quicken, twice)
Kineticist Spell-Like Abilities (CL 18th; concentration +27)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—chain, cloud, extended range, extreme range, synaptic infusion (DC 27), magnetic infusion, thundering infusion (DC 28)
. . Blasts—aetheric boost (), air blast (9d6+24), electric blast (9d6+10 electricity), telekinetic blast (9d6+24), thunderstorm blast (18d6+33 ½ electricity and ½ bludgeoning)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, kinetic healer, reverse shift, ride the blast, spark of life, telekinetic finesse, telekinetic haul, telekinetic invisibility, windsight, wings of air
--------------------
Statistics
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Str 9, Dex 26, Con 14, Int 18, Wis 10, Cha 28
Base Atk +13; CMB +11; CMD 35
Feats Deadly Aim, Greater Spell Penetration, Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Spell Penetration, Toughness, Weapon Focus (kineticist blast)
Traits Irrepressible, trap finder
Skills Acrobatics +18, Bluff +33, Climb -1, Diplomacy +33, Disable Device +28, Disguise +12, Fly +31, Intimidate +12, Knowledge (geography) +22, Knowledge (nature) +18, Perception +21, Sleight of Hand +26, Stealth +48, Use Magic Device +33;
Languages Auran, Common, Elven, Gnome, Halfling, Tengu
SQ burn (5 points/round, max 5), composite specialization, expanded element (aether), expanded element (air), gather power, infusion specialization 5, mental prowess, mind over matter, supercharge
Other Gear +5 shadow, greater mithral chain shirt, +5 determination mithral buckler, adamantine dagger, amulet of natural armor +5, belt of physical might +6 (Dex, Con), circlet of persuasion, cloak of displacement, minor, dusty rose prism ioun stone, goggles of night, handy haversack, headband of mental prowess +6 (Int, Cha), orange prism ioun stone, ring of freedom of movement, ring of protection +5, 13,643 gp
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Special Abilities
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Aetheric Boost (Sp) Level 9; Burn 1
Air Blast (Sp) Level 9; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 5/round (18 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Chain Blast hits multiple targets.
Cloud (9 rounds) 20ft radius AoE causing 1/4 blast damage.
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Electric Blast (Sp) Level 9; Burn 0
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
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
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infusion Specialization 5 (Ex) Reduce burn cost of blasts with infusions by 5
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Mental Prowess (4/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
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.
Reverse Shift (Sp) Send your own body into the Ethereal Plane as ethereal jaunt.
Ride the Blast (Sp) Travel along with your blast attack.
Spark of Life (Sp) Use summon monster to summon elements.
Supercharge (Su) Increase effectiveness of gather power by 1.
Synaptic Infusion (DC 27) Blast staggers its targets
Telekinetic Blast (Sp) Level 9; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Thundering Infusion (DC 28) Blast deafens its targets
Thunderstorm Blast (Sp) Level 9; Burn 1
Windsight (Su) You can see through mist and fog (including fog cloud and similar magic).
Wings of Air (Sp) You are constantly under the effects of fly.

Questions:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

Honestly don't have a strong preference among any of those. If I had to pick one, I would probably pick the original adventure, just for the flexibility it brings, but honestly I'd be down for about anything.

Your character walks into a bar. What is the first thing they do?

Make like a ghost. He's far too paranoid to ever just walk into a bar. I mean, anybody could just walk right in! He would likely use Ethereal Jaunt outside the bar to go ethereal, walk through the wall, find a nice corner near the ceiling, and come back to the material plane using stealth and/or telekinetic invisibility to be all hidden-like. He would then watch everyone going about their business, see what fun was available to be had, and possibly use his telekinesis to have some fun with people. If he wanted a drink, he would use his basic telekinesis to appropriate one when nobody was looking.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Probably go to the bar and people-watch. Maybe grab a drink. Surely you were not expecting me to go put myself at risk to try to defend my enemy! The enemy of my enemy may not be my friend, but he certainly isn't automatically my enemy just because he is "evil".

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

This depends entirely on the environment in which we find ourselves in. Largely, I see it playing out one of two ways:

If we are in a large open space:

As the small fey creature takes in the scenario before him, with his friend bleeding out on the ground, anger flashes in his eyes. "That was a mistake, wyrm." Then he reaches his hand forward, and a searing bolt of lightning shoots out of his hand. However, it doesn't leave his hand; rather, his entire body dissolves into electricity, and he seems to go with the lightning. The bolt shoots out toward the dragon, but just slightly to the beast's right. It then continues on, and on, until it seems to reach the limit of it's strength. At a spot roughly 480 feet away from where he started, Alaneo reforms from the electricity, standing and looking at the dragon, now comfortably over 400 feet behind the beast.

He stares at the giant dragon for a moment, anger over the situation and the fate of his friend flashing in his eyes. An observer would start to notice, though, that the flashes of anger appear to be... literal flashes. Little bolts of electricity flash through the whites of his eyes, streaking them with bright blueish-white flashes of energy, which then spread out to his face and ultimately through his whole skin.

Meanwhile, around him, streaks and bolts of electricity flash in the air, almost swirling around him, and they begin to make their way in toward the gathlain. His leafy wings shiver and quake as the electricity around him meets the electricity coarsing over his skin, and the bolts begin to sing out with ground-shaking peals of thunder. They swirl in, and then just as suddenly as they appeared they are gone. However, the air hangs silent, almost expectantly, as if the electricity is not gone, but simply contained.

Then, with a shattering boom, another bolt of lightning shoots out from his hand, seemingly faster and stronger than the previous bolt. It crosses the 445 feet to the dragon in the blink of an eye, and slams into the beasts back, seeming to hurt it. Alaneo's electric eyes squint as he smiles in pleasure, his leafy wings fluttering, as he waits for the beast to retaliate. Ole! Come and get me if you can, stupid beast.

Rules Stuff!

So my first action was a standard action to fire an Extreme Range Electric Blast, and use my Ride the Blast utility that allows me to move with the blast and appear at the end of it. Extreme Range makes the range of my blast 480 feet. I shot, not at the dragon, but past the dragon, and allowed the blast to play out to the extent of it's range.

My next action was a move action to Gather Power. Normally, this would reduce the next burn cost by 2, but with my Gathlain FCB, it instead reduces the next burn cost by 5.

This led to my final action, a swift action to use an Aetheric Quickened Empowered Thundering Extreme Range Electric Blast. The electric blast is a simple blast, boosted with the aetheric composite (which is normally 2 burn but reduced to 1 with Composite Specialization), using the Extreme Range infusion (2 burn, max range increased to 480ft) and the Thundering infusion (1 burn, if I get through SR the target has to make a DC28 fort save or be deafened), and using the Quickened (3 burn) and Empowered (1 burn) metakinesis. Infusion Specialization reduces my infusion costs by up to 5 burn, cancelling out the burn from both infusions. That leaves 1 burn from the aetheric boost and 4 burn from the metakinesis, which can all be paid for with my gather power.

So, now that rules explanation is out of the way, time for some rolls!
Blast touch attack vs touch AC 5: 1d20 + 29 ⇒ (3) + 29 = 32
SR check, CL18, +1 from ioun stone, +4 from feats, vs SR30: 1d20 + 23 ⇒ (7) + 23 = 30 Pass!
Blast damage: 9d6 + 19 ⇒ (6, 3, 1, 5, 3, 6, 4, 2, 2) + 19 = 51*1.5 (empowered) = 76
Dragon Fort save vs deafness DC 28: 1d20 + 23 ⇒ (15) + 23 = 38

For the remaining rounds, I would basically play cat and mouse. In any given turn, I should be able to Ride the Blast up to 480ft away and fire at the dragon, like I just did. Since the dragon can't move 480ft in a single round and attack, that *should* allow me to stay safe while chipping away. At 377 total HP, it would take me another 4 or 5 solid hits to drop the beast. I would just have to hope that my fallen companion can live long enough for me to finish off the wyrm and return to heal him with my Kinetic Healer wild talent.

If we are in a relatively small enclosed space:

Round 1

Thank goodness I'm invisible Alaneo thinks to himself, as he sees his friend fall to the vile beast; I would not want to fight this thing head to head in such close quarters. What to do now? How can I save Bob? Let's see if I can distract our friend a little. The little fey creature closes his eyes for a moment, and when he opens them again, the air in the space immediately behind his wormy foe starts to swirl together. After a moment, it forms itself into a creature - an Elder Air Elemental, hovering in the air directly behind the dragon.
Standard action to use my Spark of Life wild talent, which allows me to summon an Elder Elemental of one of my related elements. It only lasts for the one round, unless I use a move action next round to sustain it. Since I am directing it, it also has the mindless trait.

Immediately after it appears, it begins trying to slam into the back of the dragon.
Slam 1 vs AC41: 1d20 + 25 ⇒ (15) + 25 = 40 So close!
Slam 1 Damage: 2d8 + 9 ⇒ (4, 5) + 9 = 18
Slam 2 vs AC41: 1d20 + 25 ⇒ (2) + 25 = 27
Slam 2 Damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18

While the air elemental is engaged with the dragon, Alaneo will try to sneak forward, to be next to his friend and try to heal him soon.
Stealth, +10 from Telekinetic Invisibility: 1d20 + 48 + 10 ⇒ (9) + 48 + 10 = 67
Dragon Perception: 1d20 + 39 ⇒ (20) + 39 = 59

Round 2
The dragon whirls around on the air elemental, and unleashes a full out assault on the swirling mass of air.
Attack rolls vs AC28
bite attack: 1d20 + 36 ⇒ (16) + 36 = 52
claw 1 attack: 1d20 + 35 ⇒ (13) + 35 = 48
claw 2 attack: 1d20 + 35 ⇒ (17) + 35 = 52
wing 1 attack: 1d20 + 33 ⇒ (20) + 33 = 53
wing 2 attack: 1d20 + 33 ⇒ (18) + 33 = 51
tail attack: 1d20 + 33 ⇒ (2) + 33 = 35

Damage, DR10/- in effect
bite damage: 4d6 + 19 + 6d6 ⇒ (4, 4, 1, 4) + 19 + (3, 3, 6, 3, 1, 4) = 52-10=42
claw 1 damage: 2d8 + 13 ⇒ (2, 1) + 13 = 16-10=6
claw 2 damage: 2d8 + 13 ⇒ (7, 2) + 13 = 22-10=12
wing 1 damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9-10=0
wing 2 damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17-10=7
tail damage: 2d8 + 19 ⇒ (7, 2) + 19 = 28-10=18
Total Damage: 85
Air Elemental HP: 67/152

Every single one of the dragon's attacks land on the air elemental, but the air creature soaks up the damage. Alaneo mentally directs the elemental to respond in kind. Move action to keep the Spark of Life active
Slam 1 vs AC41: 1d20 + 25 ⇒ (15) + 25 = 40 So close! Again!
Slam 1 Damage: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Slam 2 vs AC41: 1d20 + 25 ⇒ (6) + 25 = 31
Slam 2 Damage: 2d8 + 9 ⇒ (6, 6) + 9 = 21

Meanwhile, with the dragon safely turned away trying to deal with the air elemental, the still-invisible Alaneo is able to bend down and apply his healing touch to Bob, who is still bleeding out.
Using Kinetic Healer, heals for my blast damage amount (doesn't specify which one, but apparently the author has specified that he intended to restrict it to simple blasts, so it heals 9d6+24), but the recipient has to take 1 burn (gives 1NL per level, can't be healed, but goes away automatically after resting)
Kinetic Healer: 9d6 + 24 ⇒ (4, 3, 4, 4, 4, 3, 2, 2, 6) + 24 = 56

With Bob now recovered, he makes a hasty retreat away from the dragon. Bob uses a Withdraw action to get out of Dodge. Assuming retreat is an option, I would follow him on my next turn, potentially summoning another elemental to continue to dance with the dragon. Bob and I could then safely make it out of the relatively small enclosed space, get Bob fully patched up, then plot our revenge. Or just run as far away as we can, that works too.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Sneezing powder. It costs 60gp, which would allow me to buy 500 doses of it. Then I would camp out, flying and invisible, and drop one on the same spot every time someone would walk by. They would begin to sneeze, and have no idea why. That alone would be worth the cost of admission, but then I could later help spread the rumor about the cursed spot that caused any passersby to begin sneezing uncontrollably. I could make up some story about a man who caught such a bad cold that his sneezes would actually shake his brain inside his skull; he sneezed this way so much, that his brain couldn't handle the pressure and he died. He now haunts the spot where he died, causing any who pass through to share in his misery and sneeze. Stand there too long, and you might end up just like him... I wonder if I could get an entire town to begin avoiding the spot of my choosing? I bet I could.


Rosa, correct. I the dragon do not get a will save. Its still very difficult to intimidate the dragon, but not impossible. A creature with less HD and Wisdom would be scared.

Saashaa, no reason I juts missed you. I will get you added

Father, going to have to stick to you must have the spell. As annoying as it is to not be able to use umd, a scroll, or whatever, at this level if I choose wizard, i could then craft the adimantine Golem


No problem. I just saw some weird crafting out there and was assessing if it would be worth it.

Most of the alias is finished, just need to spend the last 20 or 30 thousand gold, mostly in scrolls and the like.


Items Redone,


Updated and fixed submission list. We are close to the end now.

I'll probably announce winner late on Monday and we will get rolling on the adventure Tuesday or Wednesday. Most people have voted for end of an AP, so I will probably go with that, though modify it a bit so it makes sense for you to start an adventure at the end.

Leinathan - Azorn the Unscathed - Hobgoblin Samuri 10/Kineticist 8//VMC Barbarian
Nikolaus de'Shade - Ahreni, Fallen Angel - Aasimar Unchained Monk 18
HedwickTheWordly - Solomon Volstadt - Cleric 8/Brewkeeper 10
HedwickTheWordly - Nkondo Tambor - Human Magaambyan Initiate 9/Magaambyan Arcanist 9
Johnny_Panic. - Rosa Luminass - Tiefling Cleric 18
Vrog Skyreaver - Danielle Corsin | Wraith - Half-Orc Vigilante 18
Jereru - Father Laszlo - Human Warpriest 18
psionichamster. - Pele Ento'Yoshi - Elf Wizard(Evoker) 18
psionichamster. - Rygar Steelriver - Dwarf Fighter 18
Lucendar - Drogar White-Tusk - Half Orc Barbarian 18
Zayne Iwatani. - Chell Silves - Human Cleric 18
Dave Young 992. - Latharien "Lefty" Setiva - Unchained Rogue 1/Admixture Evoker 7/Arcane Trickster 10
TheoreticallyYours. - Raz Moonstone - Gnome Life Mystery Oracle 18
Seth86 - Eldar of the Lost - Human fighter 6/Horizon walker 10/Ranger 2
saashaa - Lil - Elf Rogue 8 / Horizon Walker 10
Dwilhelmi - Alaneo Leafshadow - gathlain aerokineticist 18


Magic Tatoos! Brilliant idea! I may need to review my magic items and copy your idea shamelessly :P

Edit: too costly, the extra cost for counting as slotless items puts the beyond my budget. But it's nice to randomly check some others' sheets and catch good ideas like this one!


Humm

Notes on Slots and items:

I was countering the added cost with making them slotted and a single item per slot BUT just found this. which May mean removing the Tattoo idea all together.

Altering Existing Magic Items
The standard rules don’t allow item creation feats to alter the physical nature of an item, its default size, its shape, or its magical properties. For example, there is no mechanism for using crafting feats to change a steel + 1 longsword into an adamantine + 1 longsword , a Large + 1 chain shirt into a Medium + 1 chain shirt , boots of speed into an amulet of speed , or a + 1 unholy longsword into a + 1 flaming shock longsword. Many GMs might decide that these kinds of transformations are impossible, beyond the scope of mortals, or not as cost-efficient as crafting a new item from scratch. Others might allow these sorts of transformations for free or a small surcharge. Keep in mind the following warnings.

Not all Item Slots Have Equal Value: This is true, even though it isn’t expressed monetarily in the rules.

Some item slots are very common and are shared by many useful items (boots, belts, rings, and amulets in particular), while some slots are used by only a few items (such as body, chest, and eyes). Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.

Some Abilities Are Assigned to Certain Slots: Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear. In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.

If there is a trend of all items of a particular type using a particular slot (such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots), GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.

Classes Value Some Slots More Than Others: This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items. This means a wizard can change an item that’s useful to wizards into a belt and not have to worry about a future slot conflict by discovering a wizardly magic belt in a treasure hoard. Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items. GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions.

Respect Each Crafting Feat’s Niche: You might be tempted to create rings that have charges like wands, or bracers with multiple charge-based effects like staves. A GM allowing this makes Craft Wondrous Item and Forge Ring even more versatile and powerful, and devalues Craft Staff and Craft Wand because those two feats can create only charged items.

Before allowing such an item, consider whether the reverse idea would be appropriate—if someone with Craft Wand can’t make a wand of protection +1 that grants a deflection bonus like a ring of protection +1 , and if someone with Craft Staff can’t make a handy haverstaff that stores items like a handy haversack, then Craft Wondrous Item and Forge Ring shouldn’t be able to poach item types from the other feats.

GMs who wish to allow some of these sorts of alterations should consider using the original item as a talismanic component for the final item.


Here's Niven, my synthesist summoner. Essentially he adventures as something like a six-legged dragon. Outside of that, he's a support caster. When he's not adventuring, he's hanging out in his own private demiplane.

[spoiler=Questions]
What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

1) high level adventure. 2) custom 3) DM's creation

Your character walks into a bar. What is the first thing they do?

He'll walk in with a smile and ask the bartender about the local brew. You'll usually find out quite a bit about the place that way.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

He'll head over to the local tavern to look for people willing to take on an evil wizard to get their stuff. While they may not care about the political status, there's always profit as a motive.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

I move in, probably taking an AoO. My focus is helping my ally, so I plane shift, casting defensively. concentration: 1d20 + 27 ⇒ (16) + 27 = 43. Then, when we're both at full, we come back here to deal with the dragon. My numbers are pretty good, but it's just more fun to do it as a group.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?
I have a home. I'd buy furniture! 30,000 will buy lots of really good quality stuff.


Backstory: see profile spoilers at top.

For all submissions please answer the following questions:
What would you rather play: No preference, but if you've never created your own homebrew adventure, I recommend you start with a module or AP.

Your character walks into a bar:
What is the first thing they do?
The first thing Sun does when he enters a bar is spends whatever time it takes convincing the owner and patrons that the large gorilla that comes in with him is tame and no threat to those who don't threaten himself or the ape. Then he buys a round for everyone and gets out a drinking horn bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. He says, "Dark Ale," and the horn fills with the drink. He then looks around to see if there is anyone who looks like he could provide any kind of challenge in a boxing match, an arm wrestling context, a race or some other competition.

Your character learns that an evil wizard...:
is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?
Sun is very fond of his homeland and so he would gather some adventuring comrades and go act as mercenaries looking for work and try to get hired on by the evil wiz. He would then work his way up to one of the wizards personal bodyguards by challenging those closer to the wizard to a contest to see who is the best fighter. Once he was established as the wizard's top bodyguard, he'd take him out when he was not expecting it.

Your ally is on the ground...:
unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)
Sun would activate his boots of speed, giving him a movement rate of 60 and the hasted effect. He would use his martial flexibility to gain the following 3 feats: Pummeling Style, Pummeling Charge, and Critical focus. This allows him to use his brawler's flurry to make a full attack as part of a charge. He orders Wu Kong (his gorilla) to take the fallen ally to safety. He'll use Combat Expertise to increase his AC by +3 at a cost of -3 to his attacks, plus the haste bonus to AC, increasing his AC to 46. Charge reduces this to 44.

He'll drink from his Drinking Horn of Bottomless Valor, 3 charges for Temporary Hit Points: 1d8 + 10 ⇒ (4) + 10 = 14, Enlarged for 10 minutes, and the effects of Heroism (+2 morale bonus on attack rolls, saves, and skill checks).

Dragon get's an AOO when he moves into his reach: Bite: 1d20 + 36 ⇒ (7) + 36 = 43, which is a miss.

Full attack, hasted, with Two weapon fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting. He is using his fists, augmented with his +3 Body Wrap of Mighty Strike for 4 unarmed strikes and his +3 holy quarterstaff for the rest. His fists count as magic for getting past DR.
Extra Attack, Quarterstaff, hasted, Heroism, two weapon, charge: 1d20 + 29 + 1 + 2 - 2 + 2 ⇒ (18) + 29 + 1 + 2 - 2 + 2 = 50
Damage, holy: 1d8 + 2d6 + 14 ⇒ (1) + (6, 2) + 14 = 23
1st attack, fist, hasted, Heroism, two weapon, charge: 1d20 + 29 + 1 + 2 - 2 ⇒ (19) + 29 + 1 + 2 - 2 = 49
Damage: 3d8 + 17 ⇒ (1, 3, 2) + 17 = 23
1st extra attack for Two-Weapon Fighting, quarterstaff, hasted, heroism, charge: 1d20 + 29 + 1 + 2 - 2 + 2 ⇒ (15) + 29 + 1 + 2 - 2 + 2 = 47
Damage, holy: 1d8 + 2d6 + 14 ⇒ (2) + (4, 5) + 14 = 25
2nd attack, fist, hasted, heroism, charge: 1d20 + 24 + 1 + 2 + 2 ⇒ (11) + 24 + 1 + 2 + 2 = 40
Damage: 3d8 + 17 ⇒ (7, 7, 6) + 17 = 37
2nd extra attack for Improved Two weapon fighting, quarterstaff, hasted, heroism, charge: 1d20 + 29 + 1 + 2 - 5 + 2 ⇒ (19) + 29 + 1 + 2 - 5 + 2 = 48
Damage, holy: 1d8 + 2d6 + 14 ⇒ (2) + (3, 4) + 14 = 23
3rd attack, fist, hasted, heroism, charge: 1d20 + 19 + 1 + 2 + 2 ⇒ (4) + 19 + 1 + 2 + 2 = 28
Damage: 3d8 + 17 ⇒ (3, 6, 4) + 17 = 30
3rd extra attack for Greater Improved Two weapon fighting, quarterstaff, hasted, heroism, charge: 1d20 + 29 + 1 + 2 - 10 + 2 ⇒ (3) + 29 + 1 + 2 - 10 + 2 = 27
Damage, holy: 1d8 + 2d6 + 14 ⇒ (2) + (6, 6) + 14 = 28
4th attack, fist, hasted, heroism, charge: 1d20 + 14 + 1 + 2 + 2 ⇒ (19) + 14 + 1 + 2 + 2 = 38
Damage: 3d8 + 17 ⇒ (4, 4, 5) + 17 = 30

Assuming an AC of 41, that is 4 hits for 23 + 23 + 25 + 23 = 94

Since the dragon does not have combat reflexes, he doesn't get to make an AOO against the ape who will get to the ally and rescue him while the dragon fights Sun. If the dragon uses his breath weapon, it might be a problem, but Sun would attack him from a spot that would make the dragon choose between breathing on him or the ape/ally.

You are given 30,000G:
However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?
Probably a Sailing Junk (15,000) but if he did not need overseas transport, he'd get an elephant, so he and Wu Kong could ride in style.


Father László wrote:
Edit: too costly, the extra cost for counting as slotless items puts the beyond my budget. But it's nice to randomly check some others' sheets and catch good ideas like this one!

O yes they cost, X2 price, so always best to pick carefully.


I realized too late to edit, that I forgot to subtract the penalty for combat expertise from the attack rolls on the dragon, but that would not have changed the results. In fact, Sun could have used power attack and still hit 4 times for an additional 33 points for a total of 127.


Playing out the dragon fight as a fight.
Hour per level effects up - Shield companion, ablative barrier

Round 1 (me):

Swift action: Arcane Strike
Free action: Haste from boots of Speed
Full Action: Pounce on Dragon, power attack
Dragon AoO: 1d20 + 36 ⇒ (2) + 36 = 38 Miss

Bite Attack: 1d20 + 32 ⇒ (3) + 32 = 35
Bite damage: 2d6 + 40 ⇒ (2, 2) + 40 = 44

Haste Bite: 1d20 + 32 ⇒ (5) + 32 = 37
Bite damage: 2d6 + 40 ⇒ (4, 5) + 40 = 49

Claw Attack: 1d20 + 32 ⇒ (11) + 32 = 43 Hit
Claw damage: 1d6 + 30 ⇒ (4) + 30 = 34 34 total damage to dragon

Claw Attack: 1d20 + 32 ⇒ (2) + 32 = 34
Claw damage: 1d6 + 30 ⇒ (3) + 30 = 33

Claw Attack: 1d20 + 32 ⇒ (1) + 32 = 33
Claw damage: 1d6 + 30 ⇒ (6) + 30 = 36

Claw Attack: 1d20 + 32 ⇒ (14) + 32 = 46 Hit
Claw damage: 1d6 + 30 ⇒ (3) + 30 = 33 67 total damage to dragon

Rend Damage: 1d6 + 28 ⇒ (6) + 28 = 34 101 total damage to dragon

Gore Attack: 1d20 + 32 ⇒ (18) + 32 = 50 Hit
Gore damage: 1d8 + 30 ⇒ (8) + 30 = 38 139 total damage to dragon

139 damage to Dragon (and a crappy round!)

Round 1 (Dragon):

Bite Attack: 1d20 + 36 ⇒ (13) + 36 = 49 Hit
Bite damage: 4d6 + 19 + 6d6 ⇒ (5, 4, 6, 3) + 19 + (3, 5, 5, 1, 4, 3) = 58 55 total damage to me, 5 nonlethal

Claw Attack: 1d20 + 35 ⇒ (11) + 35 = 46 Hit
Claw damage: 2d8 + 13 ⇒ (8, 6) + 13 = 27 75 total damage to THP, 10 nonlethal

Claw Attack: 1d20 + 35 ⇒ (13) + 35 = 48 Hit
Claw damage: 2d8 + 13 ⇒ (3, 7) + 13 = 23 75 total damage to THP, 22 to HP, 15 nonlethal

Wing Attack: 1d20 + 33 ⇒ (20) + 33 = 53 Hit
wing damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15 81 total damage to THP, 22 to HP, 20 nonlethal

confirm: 1d20 + 33 ⇒ (17) + 33 = 50 Hit
wing damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12 88 total damage to THP, 22 to HP, 25 nonlethal

Wing Attack: 1d20 + 33 ⇒ (13) + 33 = 46 Hit
wing damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12 95 total damage to THP, 22 to HP, 30 nonlethal

Tail Attack: 1d20 + 33 ⇒ (4) + 33 = 37
Tail damage: 2d8 + 19 ⇒ (3, 1) + 19 = 23

95 total damage to THP, 22 to HP, 30 nonlethal

Round 2 (me):

Swift action arcane Strike
Maintain Haste
Fast heal 1 THP, 1 nonlethal (94 total damage to THP, 22 to HP, 29 nonlethal)
Full attack on Dragon, power attack

Bite Attack: 1d20 + 30 ⇒ (12) + 30 = 42 Hit
Bite damage: 2d6 + 40 ⇒ (1, 6) + 40 = 47 186 total damage to dragon

Haste Bite: 1d20 + 30 ⇒ (13) + 30 = 43 Hit
Bite damage: 2d6 + 40 ⇒ (4, 1) + 40 = 45 231 total damage to dragon

Claw Attack: 1d20 + 30 ⇒ (7) + 30 = 37
Claw damage: 1d6 + 30 ⇒ (4) + 30 = 34

Claw Attack: 1d20 + 30 ⇒ (9) + 30 = 39 Hit
Claw damage: 1d6 + 30 ⇒ (1) + 30 = 31 262 total damage to dragon

Claw Attack: 1d20 + 30 ⇒ (15) + 30 = 45 Hit
Claw damage: 1d6 + 30 ⇒ (2) + 30 = 32 294 total damage to dragon

Rend Damage: 1d6 + 28 ⇒ (2) + 28 = 30 324 total damage to dragon

Claw Attack: 1d20 + 30 ⇒ (3) + 30 = 33
Claw damage: 1d6 + 30 ⇒ (3) + 30 = 33

Gore Attack: 1d20 + 32 ⇒ (9) + 32 = 41 Hit
Gore damage: 1d8 + 30 ⇒ (4) + 30 = 34 358 total damage to dragon

358 total damage to Dragon

Round 2 (Dragon):

Bite Attack: 1d20 + 36 ⇒ (12) + 36 = 48 Hit
Bite damage: 4d6 + 19 + 6d6 ⇒ (5, 2, 3, 6) + 19 + (2, 1, 5, 3, 6, 1) = 53 94 total damage to THP, 72 to HP, 34 nonlethal

Claw Attack: 1d20 + 35 ⇒ (10) + 35 = 45
Claw damage: 2d8 + 13 ⇒ (3, 8) + 13 = 24

Claw Attack: 1d20 + 35 ⇒ (17) + 35 = 52 Hit
Claw damage: 2d8 + 13 ⇒ (5, 3) + 13 = 21 110 total damage to THP, 72 to HP, 39 nonlethal

Wing Attack: 1d20 + 33 ⇒ (1) + 33 = 34
wing damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Wing Attack: 1d20 + 33 ⇒ (12) + 33 = 45
wing damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Tail Attack: 1d20 + 33 ⇒ (16) + 33 = 49 Hit
Tail damage: 2d8 + 19 ⇒ (8, 1) + 19 = 28 133 total damage to THP, 72 to HP, 44 nonlethal

133 total damage to THP, 72 to HP, 44 nonlethal

Round 3 (me):

Swift action arcane Strike
Drop Haste
Fast heal 1 THP, 1 nonlethal (132 total damage to THP, 72 to HP, 43 nonlethal)
Full attack on Dragon, power attack

Bite Attack: 1d20 + 29 ⇒ (4) + 29 = 33
Bite damage: 2d6 + 40 ⇒ (2, 2) + 40 = 44

Claw Attack: 1d20 + 29 ⇒ (9) + 29 = 38
Claw damage: 1d6 + 30 ⇒ (5) + 30 = 35

Claw Attack: 1d20 + 29 ⇒ (18) + 29 = 47 Hit
Claw damage: 1d6 + 30 ⇒ (6) + 30 = 36 394 total damage to dragon,
dragon down

Claw Attack: 1d20 + 29 ⇒ (14) + 29 = 43 Hit
Claw damage: 1d6 + 30 ⇒ (3) + 30 = 33 427 total damage to dragon, dragon dead

Rend Damage: 1d6 + 28 ⇒ (3) + 28 = 31 458 total damage to dragon

Claw Attack: 1d20 + 29 ⇒ (13) + 29 = 42 Hit
Claw damage: 1d6 + 30 ⇒ (2) + 30 = 32 490 total damage to dragon

Gore Attack: 1d20 + 29 ⇒ (5) + 29 = 34
Gore damage: 1d8 + 30 ⇒ (8) + 30 = 38

Dragon overkilled by 86 points

13 minutes and 7 wand charges later I'm basically fine. If I'd have rolled better in the first round, I'd have taken him out before his second round of attacks.


Okay, just for the sake of it, I'm going to extend on the Black Dragon thing (if you all remember, I stated I was going to cure my friend from the distance). Let's see what would happen.

I'm going to assume that first round the dragon is going to use some kind of ranged thing (breath, spell, whatever). Depending on the result, he might charge at me and try to melee, or continue hurling things.

May the best woman win! ;)

Initiatives:
Laszlo: 1d20 + 14 ⇒ (18) + 14 = 32
Blackie: 1d20 + 3 ⇒ (13) + 3 = 16

Round 1 (Laszlo):

Move: Produce Lesser MM Rod (Reach)
Standard: Cast any Cure spell of 3rd level or lower, to stabilize friend and let him wake up and whatever
Swift: Cast Good Hope through Fervor

Round 1 (Blackie):

Standard: Breath Weapon; Ref Save DC 31 Laszlo's ST: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39 No damage since Evasion.
Move: Move into combat range

Round 2 (Laszlo):

Swift: Cast Divine Power through Fervor (No AoO)
Full Attack, Deadly Aim, Point Blank, Rapid Shot, Manyshot, Good Hope, Divine Power:
Arrow#1: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (2) + 36 - 4 + 1 - 2 + 2 + 7 = 42
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (6, 2) + 21 + 8 + 1 + 2 + 7 = 47

Arrow#2: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (12) + 36 - 4 + 1 - 2 + 2 + 7 = 52
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (4, 4) + 21 + 8 + 1 + 2 + 7 = 47

Arrow#3: 1d20 + 31 - 4 + 1 - 2 + 2 + 7 ⇒ (18) + 31 - 4 + 1 - 2 + 2 + 7 = 53
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (4, 2) + 21 + 8 + 1 + 2 + 7 = 45

Arrow#4: 1d20 + 26 - 4 + 1 - 2 + 2 + 7 ⇒ (18) + 26 - 4 + 1 - 2 + 2 + 7 = 48
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (4, 5) + 21 + 8 + 1 + 2 + 7 = 48

For a total of 187 damage

Round 2 (Blackie):

Full Attack, Power Attack:
Bite: 1d20 + 36 - 7 ⇒ (18) + 36 - 7 = 47
Damage: 4d6 + 19 + 14 + 6d6 ⇒ (6, 2, 4, 5) + 19 + 14 + (2, 1, 1, 4, 5, 3) = 66

Claw #1: 1d20 + 35 - 7 ⇒ (6) + 35 - 7 = 34
Damage: 2d8 + 13 + 14 ⇒ (2, 5) + 13 + 14 = 34

Claw #2: 1d20 + 35 - 7 ⇒ (9) + 35 - 7 = 37
Damage: 2d8 + 13 + 14 ⇒ (3, 8) + 13 + 14 = 38

Wing #1: 1d20 + 33 - 7 ⇒ (9) + 33 - 7 = 35
Damage: 2d6 + 6 + 14 ⇒ (3, 6) + 6 + 14 = 29

Wing #2: 1d20 + 33 - 7 ⇒ (5) + 33 - 7 = 31
Damage: 2d6 + 6 + 14 ⇒ (3, 5) + 6 + 14 = 28

Tail: 1d20 + 33 - 7 ⇒ (9) + 33 - 7 = 35
Damage: 2d8 + 19 + 14 ⇒ (3, 4) + 19 + 14 = 40

Incredibly lucky (remember he's favored by destiny ;) ), only 66 damage.

Round 3 (Laszlo):

Laszlo realises he forgot to make an additional attack last round (through Divine Power). He's going to make it now, to avoid disrupting the rolls (if you know how it works, you'll get it).
Swift: Cast Cure Serious Wounds through Fervor (No AoO)
Cure: 3d8 + 15 ⇒ (3, 4, 5) + 15 = 27
Full Attack, Deadly Aim, Point Blank, Rapid Shot, Manyshot, Good Hope, Divine Power:
Arrow#1: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (17) + 36 - 4 + 1 - 2 + 2 + 7 = 57
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (6, 6) + 21 + 8 + 1 + 2 + 7 = 51

Arrow#2: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (9) + 36 - 4 + 1 - 2 + 2 + 7 = 49
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (2, 2) + 21 + 8 + 1 + 2 + 7 = 43

Arrow#3: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (12) + 36 - 4 + 1 - 2 + 2 + 7 = 52
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (2, 6) + 21 + 8 + 1 + 2 + 7 = 47

Arrow#4: 1d20 + 31 - 4 + 1 - 2 + 2 + 7 ⇒ (18) + 31 - 4 + 1 - 2 + 2 + 7 = 53
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (4, 2) + 21 + 8 + 1 + 2 + 7 = 45

Arrow#5: 1d20 + 26 - 4 + 1 - 2 + 2 + 7 ⇒ (10) + 26 - 4 + 1 - 2 + 2 + 7 = 40
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (3, 2) + 21 + 8 + 1 + 2 + 7 = 44

Arrow from last round: 1d20 + 36 - 4 + 1 - 2 + 2 + 7 ⇒ (3) + 36 - 4 + 1 - 2 + 2 + 7 = 43
Damage: 2d6 + 21 + 8 + 1 + 2 + 7 ⇒ (2, 1) + 21 + 8 + 1 + 2 + 7 = 42

Only 1 misses, for a total of 228, plus the 187 from last round equals 415 damage. Combat Over!

Yes, quite lucky since the dragon missed a lot of attacks but, on average, if he doesn't manage to drop me I can heal as swift every round. Plus, I'm not built to be a frontman.


Alright everyone. I am in a little later than expected, due to Monday morning issues, but recruitment is now closed. It may take me a while to review everyone's characters, as I did not have enough time to review as many as I wanted this weekend.

Expect decision to be made later today or early tomorrow.


My action to save my companion will be quite easy:

Move toward him, touch, and use dimension door to get him out of danger so that his wounds can be treated

edit: darn, weekend was a mess. Guess that leaves me out. Good luck, have fun :)


I get the feeling you will still get your decision made before rorek55 who promised last Saturday.


Alright Ladies and Gentlemen. It is that time.

First thank you to everyone who made a character, both original for this recruitment, and who was involved in the Original recruitment for rorek55.

I greatly enjoyed surveying your character builds and stories. I also enjoyed the answers to my questions. They help me quickly get into the mind of your character, and an idea of how they might function in combat.
I was a little disappointed that no one answered the walk into a bar question with "yea Ouch, and hope no one saw that" or similar. Come on people, where are the dad jokes.


Also am I the only one who loves the high level bard? Apparently so.

Anyway, My selected characters are:

Lil by saashaa
Latharien "Lefty" Setiva by Dave Young 992
Drogar White-Tusk by Lecendar
Father Laszlo by Jereru
Rosa Luminass by Johnny_panic

Please report to the discussion thread.


Thank you to all who submitted. If I had time I would promise to run more than one campaign, because even with tools I know making a level 18 character is a lot of work.

I wish you all the best, and hope you are selected for another PbP adventure. Good luck to you all!

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