Taking you from 15th to 20th level taking out some of the famous foes running rampant in the world. A trial set by ancient titan monk immortals so that you may serve your deity better by ascending mortality.
I'm definitely dotting this for interest and I'll work something up. I have to agree Sky-Captain Henry Klemp is a marvelous character. Truly he is a gnome among gnomes with his ingenuity and outside the box thinking.
Im a first-timer for play by post, but experienced table top player of pathfinder, 4.0 d&d, m&m, Shadowrun. i have a Human(ulfen) 5th lvl ranger(beast master)/ 10th lvl pathfinder delver. if needed just let me know.
James A.K.A. Aleksander Dragonbane
Well I think my point is this, and I do hope the GM dos not take this the wring way, but my PC is a Summoner (Synthesist L15) with natural weapons, you can see how 72,000 gold in wands alone could be a bit much, especially when do you no use them as your main weapon in combat, a monk would have the same problem. It kind penalises some PCs types. I hope you can see my point.
And I quot -
Weapons 30% 72000gp:
This includes normal, masterwork, and magic weapons, as well as magic staves and wands used by spellcasters to harm their enemies. For example, a wand of scorching ray would count as a weapon, but a staff of life would count as a piece of magic gear.
Nothing that can help any one with natural weapons, thats why I am having to make a Magic item to fill this role, That's ok as its fun but still.
Thats fine GM I love making new stiff and the idea I have is a device has poison sacreation on to the claws.
I am thinking some thing like this
Potio Gauntlets, Positioning Gauntlets
The Potio Gauntlets on a thought of command
(by the wearer) Sacreat one of a number of Pre-loaded poisons on the the hands or Claws of the wearer, making a unarmed or natural attack deliver a poison attack as well. Only Contact or Injury poison can be used in the Potio Gauntlets. To not poison its wearer the Potio Gauntlets gives the wearer Immunity to the Poison Sacreated only (never more than one). (That Poison only, as with the Ion Stone)
The poison can be any one of a number of toxins in 6 slots. Max dose per slot 10.
Sacreating poison is always a full round action of the Gauntlets.
If the poison is changed the previous one is lost, this change is
a always a full round action, a poison once Sacreated if not used is lost after 6 Min (or when the poison states it is lost after application if before that time). A Sacreated poison can be lost at any time as a free action.
Immunity to the Poison Sacreated
Poison Sacreation Abiulty
1 - Tears of Death x 2
Type poison (contact); Save Fortitude DC 22
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d6 Con damage and paralyzed for 1 minute
2 Purple Worm Poison x 4
Type poison (injury); Save Fortitude DC 24
Frequency 1/round for 6 rounds
Effect 1d3 Str damage; Cure 2 consecutive saves
3 Black Lotus Extract x 2
Type poison (contact); Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1d6 Con damage; Cure 2 consecutive saves
4: Blue Whinnis x10
Type poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save
Abilities - 20 Point buy (High Fantasy)
No Stat reduced below 7 or raised above 18
Apply racial modifiers after all points spent
Races: Core Races only
Classes: Core / Base / Alternate / Prestige including Archetypes
Starting wealth at 15th level = 240 000gp
Follow cost capping on PC creation.
Below are your allowable budgets in percentage of your starting wealth.
(starting wealth 15th level 240 000gp)
Weapons 30% 72000gp:
Protection 30% 72000gp:
Magic 25% 60000gp:
Limited Use 10% 24000gp:
Gear 5% 12000gp
Max at 1st and minimum half at new levels
Ok that should help me get started. If That alchemist guy from the other thread is not still around I will gladly take up alchemist. I'm thinking either Alchemist(mindchemist/vivisectionist)/Ninja. or perhaps just straight Alchemist. He's mostly fill the buff and skill monkey role but if I go straight alchemist I'll drop vivisectionist and be a bomb madman.
The Idea of Sol-Alar De Xin Min is that shes a hunting tank, with an AC of 51 and a combined HP of 200+ shes fine but for doing PD shes far more targeted, With magic claws, and Toxins. been looking for ones other than poisons, I think this is lacking in Pathfinder at the moment. As a hunter she can go any place to find her quarry.
"Sol-Alar De Xin Min" Is a 1st world saying meaning "The Hunter of things"
So I'd say the alchemist guy backed out then. I'm still in for my alchemist. I will know whether he will be ninja as well after another PBP game goes through selection. He's currently in there as Alchemist/Ninja so If i get chosen I'm going bomb alchemist here. If not then it'll be Alchemist/Ninja skill monkey/sneak attacker.
Submission: Cale Stoneweaver, Dwarf Barbarian - savage archetype
I have not completed gear (limited use and misc gear missing)
I just wanted to get this posted before decisions were made.
Male Exiled Dwarf Barbarian (Savage Barbarian) 15
CN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision; Perception +17
AC 31, touch 22, flat-footed 23 (+4 armor, +3 Dex, +5 natural, +4 deflection, +5 dodge)
hp 201 (15d12+105)
Fort +19, Ref +12, Will +8
Defensive Abilities Defensive Training, Flesh Wound (1/rage), Improved Uncanny Dodge (Lv >=19); Resist Naked Courage +5, Stubborn
Spd 40 ft.
Melee +2 Returning Axe, Throwing +23/+18/+13 (1d6+8/20/x2) and
+4 Furious Adamantine Greataxe +26/+21/+16 (1d12+13/19-20/x3) and
Unarmed Strike +21/+16/+11 (1d3+6/20/x2)
Special Attacks Relentless
Str 18/22, Dex 14/16, Con 18/22, Int 11, Wis 9, Cha 8
Base Atk +15; CMB +21; CMD 43
Feats Cleave, Improved Critical: Greataxe, Intimidating Prowess, Power Attack -4/+8, Raging Vitality, Toughness +15, Vital Strike, Weapon Focus: Greataxe
Traits Killer, Suspicious
Skills Acrobatics +15, Climb +15, Intimidate +18, Knowledge (Dungeoneering) +6, Knowledge (Nature) +10, Perception +17, Sense Motive +11, Survival +10, Swim +15
Languages Common, Dwarven
SQ Fast Movement +10 (Ex), Greed, Hatred +1, Increase Damage Reduction (Ex), Indomitable Will (Ex), Intimidating Glare (Ex), Mighty Swing (1/rage) (Ex), Rage (36 rounds/day) (Ex), Renewed Vigor 3d8+6 HP (1/day) (Ex), Renewed Vitality (7) (1/day) (Ex), Ring of Sustenance, Slow and Steady, Stonecunning +2, Surprise Accuracy +4 (1/rage) (Ex)
Combat Gear +2 Returning Axe, Throwing, +4 Furious Adamantine Greataxe; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +4, Boots of Striding and Springing, Bracers of Armor, +4, Cloak of Resistance, +4, Handy Haversack (empty), Ioun Stone, Deep Red Sphere, Ring of Protection, +4, Ring of Sustenance
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flesh Wound (1/rage) (Ex) 1/rage, make a Fort save (DC = damage) to take half-damage from an attack, converting the remainder to non-lethal.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Killer Add weapon's critical modifier to its critical bonus damage.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Naked Courage +5 (Ex) +5 AC and save vs. fear when not wearing armor.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (36 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Renewed Vigor 3d8+6 HP (1/day) (Ex) 1/day while raging, heal yourself for 3d8+6 HP
Renewed Vitality (7) (1/day) (Ex) When raging, ignore the effect of 7 point(s) of ability penalty or damage.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
Surprise Accuracy +4 (1/rage) (Ex) One attack per rage gains +4 to hit.
Vital Strike Standard action: x2 weapon damage dice.
+2 Returning Axe, Throwing,
+4 Furious Adamantine Greataxe;
Amulet of Natural Armor +2,
Belt of Physical Might, STR & CON +4,
Boots of Striding and Springing,
Bracers of Armor, +4,
Cloak of Resistance, +4,
Handy Haversack (empty),
Ioun Stone, Deep Red Sphere, R
ing of Protection, +4,
Ring of Sustenance
"I want to die." His gaze doesn't waver, his stare is cold, hard and made from tempered steel. There is no lie in the four simple words.
"Strong shoulders are all well and good, but no strength can handle a burden of deep shame. I was... careless. Death. Dishonor. Details? Har. Not likely. Suicide?" Cale spits. "For cowards. I was taught to fight, and fight I will. I'll fight anything and everything until one of those things kills me. And when one of them does finally kill me, it'll be legendary. I'll keep the bards in coin for years to come, spoony bastards. So Gorum bring me another fight, a better fight, a stronger foe. More monsters to taste my axe. Death is my release, but Gorum's sake, I won't go quietly to it. I'll keep Pharasma busy enough 'fore I finally meet her."
Ok so I will be brining a Ninja/Alchemist(vivisectionist/Minchemist) to the party. Lots of skills specifically knowledge and hopefully some decent sneak attack. I'm thinking ninja 10/alchemist 5 right now. I'll work on it when I get the time.
I'm still around, too! I'm sorry to see you forgot me, Mlungisi! :P
It's been pretty hectic at the moment as you can probably tell from my posting rate, Maslen, but if there's any concern about filling those party rolls, I'd happily roll up a Rogue or a caster-type instead.
Eben, I can usually manage several posts a day, but some days that drops to one or two.
1:Cosmopolitan (know relig, Know Planes)
Alchemist:Throw Anything(add int to splash Weapons)
5:Bredth of Experience
Languages:Common, Gnome, Sylvan, Draconic, Giant, Orc, Celestial, Elven, +30 more
Abilities:Low-Light Vision, Poison Use,
SLA:1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.
Ki Pool: 7/day, 1/2 dc on jump and running start,
---extra attack, +20 move speed, +4 insight to stealth, Improved Invis 10 rnd, Mirror Image
Ninja Tricks:Pressure Points(1 str or dex damage on SA), Vanishing Trick, Shadow Clone, Weapon Training, Invisible Blade
No Trace: +3 to survial dc to track me, and +3 on disguise and stealth if stationary
Light Steps: full round move 2x speed accross anything even traps.
Improved Uncanny Dodge: Cannot be flat-footed or flanked unless by rouge level 14
Conatogen/Mutagen: +2 Nat armor, +4(Int/Cha/Dex) -2(Str/Con/Wis) 50 mins
Perfect Recall: Add twice Inteligence to knowledge checks and int checks to remember
Cruel Anatomist: Use know nature in place of heal
Discovery:Mutagen, Infusion, Tumor Familiar(Compsognathus)
Swift Alchemy: takes 1/2 as long to make items and apply poison as move action.
I think that's pretty much everything for Gibz here. I don't have any odd bits of gear yet but I figure I can snag those if needed later with my gold. What do you think? Oh yeh and Should I add traits?