The Armageddon Beasts (Inactive)

Game Master Zayne Iwatani

Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]

Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]

The Sard Round 2


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Well not really. Level 20 though.

That's right. Do you have a character thought out in your head that would be awesome at level 20 but never got the chance to get there. Well here it is. I know I am asking for a lot of work but the PFSRD has so many CR Holy S#!% What Is That, that I can't resist. I am going to pick 13 engines of the apocalypse to throw at a group of 4-6 PC's and see how they fair. The creatures that is. I have no doubt you will survive. Maybe. I don't yet know what they are or how they will appear (thinking about a Chinese zodiac theme). I want to first see if I can even get people to commit to the work necessary to create an epic character with backstory.

--Rules--
1) Level 20 obviously. But there is a catch. One class. No prestige. No multiclass. One class that your character has dedicated their life to perfecting. Also no psionics or 3pp.
2) Core Races
3) Health is average + whatever else OR if you feel lucky you can roll it. No take backsies.
4) Normal 2 Traits or 3 with drawback.
5) Wealth by level for level 20 PLUS one free magic item of Greater Medium or lower on the tables in the PFSRD.
6) The backstory can be as epic as you want it to be because the world is your oyster. You could even have saved it once before. I don't care. Have fun you cooky kids.

That it? Maybe.

First 6 completed heroes get the glory.

Let the Apocalypse. Begin.


Oooooo. Tempting.

Maybe a fat gnome witch w a fat raccoon familiar

jabe to sleep now, but if this is open by the time i can do it I'll popnit up .

Is this based in Golarion? Or just a generic backstory?


Too hard to pass up. High level games are so incredibly rare on the boards.

You're just nailing everybody's sweet spots DM Ancient.


Building a Druid character now. Being risky and taking the dice rolls :P

hp: 19d8 ⇒ (3, 5, 1, 5, 3, 4, 7, 8, 2, 1, 2, 8, 1, 3, 6, 6, 3, 6, 5) = 79

EDIT: because I didn't see if it was points buy, I've taken the liberty of rolling 4d6 drop the lowest ;)
Stat 1: 4d6 ⇒ (2, 6, 6, 2) = 16 = 14
Stat 2: 4d6 ⇒ (2, 3, 6, 4) = 15 = 13
Stat 3: 4d6 ⇒ (1, 2, 1, 4) = 8 = 7
Stat 4: 4d6 ⇒ (5, 6, 5, 5) = 21 = 16
Stat 5: 4d6 ⇒ (4, 5, 4, 4) = 17 = 13
Stat 6: 4d6 ⇒ (1, 2, 4, 3) = 10 = 9

Liberty's Edge

I'm very interested but I have two questions before I begin building.
1. Which books are allowed?
2. How do we generate ability scores?


Waiting on stat generation information.

Wonder if I'm patient enough to see if I can make a non gimpy fighter at that level, or just give in and make a barbarian?


drbuzzard wrote:


Wonder if I'm patient enough to see if I can make a non gimpy fighter at that level, or just give in and make a barbarian?

Here's some inspiration.

Grand Lodge

D to the O to the T.....


Knew I forgot something. I hate the dice roller on these boards so 20 Point Buy. Keep it fair.

And all books, just no psionics and 3pp.


Ok, to use an alias which is sitting around for the name:

Groff the glib

Groff was a fairly normal dwarf residing at the Sky Citadel of Janderhoff. He was a solider in the city guard. Quite attentive to his duties, and proficient in his skills. His attention to detail served to get him promoted up the NCO ranks, though his inability to think outside the box prevented any advance into officer territory (not to mention his lack of communication skills, which is reflected in his mocking nickname).

On yet another average day Groff was hanging out in his favorite tavern after he got off duty. Sitting with his buddies quaffing ale, and swapping tall tales about their prowess in battle, Groff was struck by a vision from Torag. He was tasked in his vision with reclaiming the lost Sky Citadel Jormurdun in the World Wound. Now whether or not this was Torag, or someone slipping some funny mushrooms into his stew is still debated. Either way, Groff took this message to heart. He immediately set out to join the Mendavian Crusade.

He has been fighting demons in the World Wound for decades now with a good deal of success, and has become a noted stalwart in the cause. He is, however, not really any closer to securing Jormurdun. The demons seem to pop back out as fast as he can kill them, and he has killed more than his share.

Groff is quite gruff and not talkative at all. If one world will suffice to answer a question, that is what he will use. He acts as if his vocabulary has a very limited budget and doesn't wish to run out. He is quite loyal, but not overly willing to try new things. He has come to be quite comfortable with the business of killing demons and containing the eruptions of the World Wound. Something of sufficient magnitude could tear him away, but it would have to be a threat of some consequence.

stats:

Groff
Dwarf fighter 20
LG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +31
--------------------
Defense
--------------------
AC 54, touch 25, flat-footed 48 (+14 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +2 luck, +6 natural, +9 shield, +1 trait)
hp 264 (20d10+140)
Fort +25, Ref +18, Will +19 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, evasion; DR 5/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee +5 glamered heartseeker impervious speed adamantine scimitar +38/+38/+33/+28/+23 (1d6+38/15-20/×3)
Ranged +1 adaptive composite longbow +31/+26/+21/+16 (1d8+17/×3)
Special Attacks hatred, weapon mastery (scimitar), weapon trainings (heavy blades +6, bows +5, close +4, thrown +3)
--------------------
Statistics
--------------------
Str 32, Dex 20, Con 22, Int 10, Wis 18, Cha 8
Base Atk +20; CMB +25 (+27 sunder); CMD 57 (61 vs. bull rush, 61 vs. disarm, 63 vs. sunder, 61 vs. trip)
Feats Critical Focus, Disruptive, Dodge, Greater Shield Focus, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Sunder, Iron Will, Ironhide[APG], Power Attack, Shatterspell[ARG], Shield Focus, Spellbreaker, Staggering Critical, Steel Soul[APG], Step Up, Stunning Critical, Toughness, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits defender of the society, fate's favored, glory of old
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff -1, Climb +17, Diplomacy -1, Disguise -1, Escape Artist +4, Fly +7, Handle Animal +5, Heal +4, Intimidate +5, Knowledge (dungeoneering) +15, Knowledge (engineering) +6, Perception +31 (+33 to notice unusual stonework), Ride +10, Sense Motive +4, Stealth +4, Survival +29 (+31 to avoid becoming lost), Swim +17; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor mastery, armor training 4, meticulous
Combat Gear jingasa of the fortunate soldier, unfettered shirt; Other Gear +5 comfort ghost touch glamered impervious adamantine full plate, +5 ghost touch impervious adamantine heavy steel shield, +1 adaptive composite longbow, +5 glamered heartseeker impervious speed adamantine scimitar, clear spindle ioun stone, dusty rose prism ioun stone, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, efficient quiver, eyes of the eagle, gloves of dueling, handy haversack, headband of inspired wisdom +6, manual of gainful exercise +5, ring of evasion, ring of protection +5, stone of good luck (luckstone), wayfinder, winged boots, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 491,435 gp
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Meticulous -2 on all untrained skill checks
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Shatterspell (3/day) Sunder ongoing spell effect like spell sunder rage power.
Shield Focus +1 Shield AC
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Staggering Critical (DC 30) Critical hit staggers target
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Critical (DC 30) Critical hit stuns or staggers target.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Mastery (Scimitar) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Thrown) +3 (Ex) +3 Attack, Damage, CMB, CMD with Thrown weapons
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.


Definitely maybe. Mammoth Shaman if so.


Yeah, you kinda lost me at no prestige classes.


19d6 ⇒ (5, 3, 4, 6, 5, 4, 3, 6, 6, 6, 5, 6, 1, 6, 6, 3, 6, 3, 3) = 87

Nice.

Will create my gnome. I am thinking a arcane blooded sorcerer, or a witch

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ok, working....


Are some sillier character concepts allowed?


I think a crit monster Titan Fighter might be fun for this one. Hmmmm.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Any special restrictions on/changes to crafting rules as it relates to wbl?


Reckless: Everything you start off with must be bought at base value. No adjustments for crafting. However there should be enough time between Armageddons to prepare and craft all you want.

Johnnycat93: Silly as you want so long as it follows the rules. Just know a few of the baddies might be like CR 24-26. Still need to be effective in combat.

Oterisk: Sorry dude. Personal preference.

drbuzzard: Holy crap. AC 54? Impressive. I hope you self critiqued because I know these builds will be too complex to try and go over each with a fine-toothed comb. I am putting my trust in you guys to not cheat. Then again a little number fudging might be necessary.

This will be one of them:

FIREBLEEDER

Weep. Weep with fear as your end approaches on a hundred scuttling legs of fire.


Got some work in. Here is where the crunch is so far.

this gives you a basic idea. Obviously I have not done stats, or most things, so the spells per day and a ll will change. As you can see the arcane bloodline capstone lets me make excellent use of metamagic so i took a bunch of them. His familiar will be a fat little raccoon, that will make use of wands if he engages in combat

Arcane Sorcerer 20 (Can add any metamagic w/o increasing casting time)

Spells 1: 6/6 2: 6/6 3: 6/6 4: 6/6 5: 6/6 6: 6/6 7: 6/6 8: 6/6 9: 6/6

Stats:

STR 8
DEX 10
CON 12
INT 10
WIS 10
CHA 12

Defense:

HP 93+20 Favored Class+ 20 Toughness+Unknown Con
AC 11/11/11
Fort +7
Ref +6
Will +12

Offense:

Melee +12/6
Ranged +13/7

Spells:

0: open, open, open, open, open, open, open, open, open,
1: Identify, open, open, open, open, open,
2: Invisibility, open, open, open, open, open,
3: Dispel Magic open, open, open, open,
4: D-Door open, open, open, open, bloodline bonus
5: Overland Flight open, open, open, open,
6: True Seeing open, open, open, bloodline bonus
7: Greater Teleport open, open, open,
8: Power Word: Stun open, open, open, bloodline bonus
9: Wish open, open, open,

Feats:

1 Casual Illusionist
Sorcerer: Eschew Materials
3 Bouncing Spell
5 Persistant Spell
7 Heighten Spell
Bloodline: Improved Counterspell
9 Empower Spell
Bloodline power: Spell Focus:Illusion
11 Maximize Spell
13 Quicken Spell
Bloodline: Still Spell
15 Spell Parry
17 Improved Initiative
19: Toughness
Bloodline: Combat Casting


Fun!

I'll be rolling up an Alchemist (Vivisectionist) then.

How detailed do you need backstories?


Mini, think you forgot to actually do the stats unless you were using a 0 point buy.


correct buzz, I have not done that yet. I was building before I saw the 20pt buy post. My next post will have the stats put in correctly, but I have to go to work, so I will have to slowly build him up. But I will max out CHA, and put in a lot of CON, since I plan on him being a tub of lard


MiniGM: Lol, fat gnome master blaster.

Johnnycat93: It will be interesting to see what a high level alchemist can do. Never saw them as all that powerful. Backstory must be sufficiently epic to explain your epicness.


Stats and spell in. I have not done equipment yet, so they will change further. DM you will note that he has minor creation, which he will use exclusively to create pie.

Arcane Sorcerer 20 (Can add any metamagic w/o increasing casting time)

Spells 1: 6/6 2: 6/6 3: 6/6 4: 6/6 5: 6/6 6: 6/6 7: 6/6 8: 6/6 9: 6/6

Stats:

STR 9
DEX 10
CON 16
INT 12
WIS 13
CHA 22

Defense:

HP 93+20 Favored Class+ 20 Toughness+60 Con
AC 11/11/11
Fort +10
Ref +6
Will +13

Offense:

Melee +12/6
Ranged +13/7

Spells:

0: Drench, Ghost Sound, Prestidigitate, Mage Hand, Acid Splash, Haunted Fey Aspect, Arcane Mark, Read Magic, Detect Magic
1: Identify, Disguise Self, Ventriloquism, Silent Image, Burning Hands, Charm Person
2: Invisibility, Pro Evil Communal, Mirror Image, Glitterdust, Minor Image,
3: Dispel Magic Vengeful Comets, Fireball, Major Image, Isolate
4: D-Door Black Tentacles, Minor Creation, Invisibility Greater, Wandering Star Motes, Obsidian Flow
5: Overland Flight Hungry Pit, Feeblemind, Phantasmal Web, Permanency
6: True Seeing Dispel Magic Greater, Veil, Programmed Image, Sirroco
7: Greater Teleport Illusory Double, Shadow Conjuration Greater, prismatic Spray,
8: Power Word: Stun Scintilating Pattern, Shadow Evocation Greater, Stormbolts, Maze
9: Wish Wierd, Shades, Timestop,

Feats:

1 Casual Illusionist
Sorcerer: Eschew Materials
3 Bouncing Spell
5 Persistant Spell
7 Heighten Spell
Bloodline: Improved Counterspell
9 Empower Spell
Bloodline power: Spell Focus:
11 Maximize Spell
13 Quicken Spell
Bloodline: Still Spell
15 Spell Parry
17 Improved Initiative
19: Toughness
Bloodline: Combat Casting


Well I can't guarantee it'll be anything particularly amazing. Just Sneak Attack shenanigans mostly. We'll see how it plays out though, I'll be working it up in detail later tonight.

I do have a few questions for you as the GM though:

Do you consider extracts fair game for abilities that accelerate drinking times (accelerated drinker, potion glutton, etc?)

Would you roll that the Duration of the spell True Strike is Instantaneous for the purpose of effects that lengthen spell time? Alternatively, would an extension add additional uses of the spell without having to re-cast it?

(I'll probably have more as I build)

@MiniGM:

Just letting you know: my character name is Master Chef Kyamba. We may have a common interest.


I'm getting close to done with my wizard. I should have something for you by tonight.


Johnnycat93: Yes on the first but the rules still apply that the potion has to be in your hand which is a move. True strike has no spell time. It says your NEXT attack gets a +20 so you could hold the affect forever technically. I am going to say the affect lasts for a day until your first attack and no stacking or adding to the duration.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Donovan Quince:

Donovan Quince
Medium humanoid (human)
Init +13; Senses Perception +27
--------------------
Defense
--------------------
AC 42, touch 27, flat-footed 26 (+8 armor, +10 Dex, +6 dodge, +1 insight, +5 natural, +2 shield)
hp 208 (20d10+80)
Fort +22, Ref +28, Will +19; immune to harmful gasses and vapors.
Defensive Abilities fortification 75%, nimble +5; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +5 limning seeking revolver, nagant m1895 +37/+32/+27/+22 (1d8+18+5d6/×4)or

+5 limning seeking revolver, nagant m1895 +33/+28/+23/+18 (1d8+18+5d6/×4) and +5 limning seeking revolver, nagant m1895 +33/+28/+23 (1d8+18+5d6/×4) or

+5 limning seeking revolver, nagant m1895 +31/+31/+26/+21/+16 (1d8+18+5d6/×4) and +5 limning seeking revolver, nagant m1895 +31/+31/+26/+21 (1d8+18+5d6/×4)

Special Attacks deeds (cheat death, dead shot, deadeye, death's shot, evasive, expert loading, gunslinger initiative, gunslinger's dodge, lightning reload, menacing shot, pistol-whip, quick clear, slinger's luck, stunning shot, targeting, twin shot knockdown, utility shot, up close and deadly), grit (12), true grit (up close and deadly, twin shot knockdown)
--------------------
Statistics
--------------------
Str 10, Dex 30, Con 18, Int 12, Wis 24, Cha 12
Base Atk +20; CMB +21; CMD 47 (51 vs. bull rush, 51 vs. trip)
Feats Combat Reflexes, Deft Shootist Deed[UC], Dodge, Greater Snap Shot[UC], Greater Two-weapon Fighting, Gunsmithing[UC], Improved Snap Shot[UC], Improved Two-weapon Fighting, Mobility, Point-blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Shadow Strike[APG], Snap Shot[UC], Two-weapon Fighting, Weapon Focus (revolver, nagant m1895)
Traits adaptive magic, black powder interjection
Skills Acrobatics +34, Appraise +2, Bluff +10, Climb +5, Craft (alchemy) +10, Craft (firearms) +23, Diplomacy +2, Disguise +3, Escape Artist +12, Fly +21, Heal +12, Intimidate +6, Knowledge (engineering) +10, Knowledge (local) +10, Knowledge (nobility) +3, Linguistics +4, Perception +27 (+25 to hearing and sight-based checks.), Ride +15, Sense Motive +8, Sleight of Hand +19, Stealth +12, Survival +16, Swim +9, Use Magic Device +11
Languages Common, Hallit, Skald, Triaxian
SQ gunsmith, pistol training
Combat Gear deadshot vest, void dust, wand of cure light wounds; Other Gear +1 acid resistance cold resistance electricity resistance fire resistance fortification (heavy) sonic resistance haramaki, +1 cyclonic metal cartridge (50), +1 ghost touch metal cartridge (50), +5 limning seeking revolver, nagant m1895, +5 limning seeking revolver, nagant m1895, amulet of natural armor +5, clear spindle ioun stone, courtier's outfit, dusty rose prism ioun stone, pale green prism ioun stone, belt of physical might +6 (Dex, Con), bracers of armor +8, carpet of flying i, cloak of resistance +5, fog-cutting lenses, frontovik's gas mask, headband of inspired wisdom +6, ioun torch ioun stone, manual of quickness of action +2, mirror of guarding reflections, ring of freedom of movement, ring of force shield, stagger-proof boots, tome of understanding +3, various jewelry worth about 400gp, 52 gp spending cash

You think you know cold? My boy, let me tell you, you know nothing of cold. The foppish Taldan noble curls his mustache, taking a sip of his ale before continuing. I have been chased by the spectre of cold for three years now. It has chased me from Taldor to Irrisen and even further north. It had chased me to the other side of the world. It's icy fingers have held my heart in its talons. I've ate, drank, and slept nothing but cold and fear. Once shackled by the Queen of Witch's mantle, I was pushed beyond this world. I've seen the stars, boy, worlds you couldn't imagine. Always the winter came for us. The b@~!# Queen of Winter herself tried to freeze us to the soul. But we beat winter, boy, so you'll never have to fear that kind of cold. Now fetch me another drink, and I'll tell you about the dragon riders of Triaxus.

Donovan Quince, once a lowly lordling in the courts of Taldor playing with toys beyond his knowledge imported from Alkenstar, is now the master of pistols from another world. Having survive the Reign of Winter, Quince returned from Earth with some souvenirs. He has been getting them enhanced since then, bringing them to his vision of perfection. He still has a few other souvenirs hanging about as well. If you let him, he will bend your ear about his otherworldly encounters in service to Baba Yaga, and his wild adventures in her hut and beyond.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Gonna roll those HP 19d10 + 90 ⇒ (1, 3, 4, 9, 5, 10, 5, 7, 5, 9, 9, 7, 7, 7, 9, 2, 2, 10, 7) + 90 = 208


Dotting for interest as well with an elven magus. Will see what I can get up for a character tonight.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Profile for Donovan Quince


I got this guy: Darnak

He's 18th level currently but that can be far more easily adjusted now than it would be if I had to make him from scratch. :p

He's the one below the line.

Will work on getting him fully leveled up.

19d8 ⇒ (7, 5, 5, 6, 7, 7, 5, 2, 3, 8, 1, 8, 5, 3, 8, 8, 3, 3, 2) = 96


Any problems with combining items as long as we pay the appropriate cost?

Say you have a ring of protection +2(8000g) and you combine it with a ring of sustenance(2500g), it would be 8000 for the RoP and 3750(which is cost x 1.5) for the RoS as per Core.

Is this cool?


Latest, with stats (without gear), skills, traits, some feat changes, Also a question. I have the spell wish, can I have cast it on myself with my wealth to increase my stats?

Arcane Sorcerer 20 (Can add any metamagic w/o increasing casting time)

Spells 1: 8/8 2: 8/8 3: 7/7 4: 7/7 5: 7/7 6: 7/7 7: 6/6 8: 6/6 9: 6/6

Stats:

STR 9
DEX 10
CON 16
INT 12
WIS 12
CHA 23

Defense:

HP 93+20 Favored Class+ 20 Toughness+60 Con
AC 11/11/11
Fort +10
Ref +6
Will +14

Offense:

Melee +12/6
Ranged +13/7

Spells:

0 DC 16: Drench, Ghost Sound DC 21, Prestidigitate, Mage Hand, Acid Splash, Haunted Fey Aspect, Arcane Mark, Read Magic, Detect Magic
1 DC 17: Identify, Disguise Self DC 22, Ventriloquism DC 20, Silent Image DC 20, Burning Hands, Charm Person
2 DC 18: Invisibility, Pro Evil Communal, Mirror Image, Glitterdust, Minor Image DC 21,
3 DC 19: Dispel Magic Vengeful Comets, Fireball, Major Image DC 22, Isolate DC 22
4 DC 20: D-Door Black Tentacles, Minor Creation, Invisibility Greater, Wandering Star Motes DC 23, Obsidian Flow
5 DC 21: Overland Flight Hungry Pit, Feeblemind, Phantasmal Web DC 24, Permanency
6 DC 22: True Seeing Dispel Magic Greater, Veil DC 25, Programmed Image DC 25, Sirroco
7 DC 23: Greater Teleport Illusory Double DC 26, Shadow Conjuration Greater DC 26, prismatic Spray,
8 DC 24: Power Word: Stun Scintilating Pattern DC 27, Shadow Evocation Greater, DC 27 Stormbolts, Maze
9 DC 25: Wish Weird DC 30, Shades DC 30, Timestop,

Feats:

1 Toughness
Sorcerer: Eschew Materials
3 Bouncing Spell
5 Persistant Spell
7 Heighten Spell
Bloodline: Improved Counterspell
9 Empower Spell
Bloodline power: Spell Focus:
11 Maximize Spell
13 Quicken Spell
Bloodline: Still Spell
15 Spell Parry
17 Improved Initiative
19: Greater Spell Focus: Illusion
Bloodline: Combat Casting

Traits:

Animal Friend: +1 Will as long as an amimal is within 30 feet
Charlatan: As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day.

Skills:

Spellcraft +24
UMD +19
Bluff +19
Arcana +24


Variel:

Elf magus (bladebound) 20 (Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +32
--------------------
Defense
--------------------
AC 32, touch 13, flat-footed 29 (+14 armor, +3 Dex, +5 natural)
hp 223 (20d8+120)
Fort +22, Ref +15, Will +23; +2 vs. enchantments
Defensive Abilities evasion, fortification 75%; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee black blade +29/+24/+19 (1d6+14/18-20)
Special Attacks arcane pool (+5, 12 points), counterstrike, greater spell combat, improved spell recall, magus arcana (bane blade, close range, devoted blade, enduring blade, hasted assault), spellstrike, true magus
Magus (Bladebound) Spells Prepared (CL 20th; concentration +26)
6th—disintegrate (DC 22), greater dispel magic (2), forceful hand, greater heroism, true seeing
5th—baleful polymorph (DC 21), cone of cold (DC 21), feeblemind (DC 21), life bubble{super}APG{/super} (DC 21), wall of force (2)
4th—bestow curse (2, DC 20), dimension door, enervation (3), intensified fireball (DC 19), intensified lightning bolt (DC 19), shout, stoneskin, wall of ice (DC 20)
3rd—displacement, fly, haste, heroism, keen edge, protection from energy
2nd—darkvision, effortless armor{super}UC{/super}, glitterdust (DC 18), invisibility, mirror image, intensified shocking grasp (2)
1st—enlarge person (DC 17), frostbite{super}UM{/super}, ray of enfeeblement (DC 17), shield (2), shocking grasp, true strike
0 (at will)—detect magic, mage hand, message, prestidigitation, ray of frost
--------------------
Statistics
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Str 25, Dex 18, Con 18, Int 22, Wis 20, Cha 10
Base Atk +15; CMB +22; CMD 41 (36 vs. awesome blow, 36 vs. bull rush, 36 vs. dirty trick, 36 vs. disarm, 36 vs. drag, 36 vs. feint, 36 vs. grapple, 36 vs. overrun, 36 vs. pull, 36 vs. push, 36 vs. reposition, 36 vs. steal, 36 vs. sunder, 36 vs. trip)
Feats Combat Expertise, Critical Focus, Defensive Combat Training, Disruptive, Greater Weapon Focus (rapier), Intensified Spell[APG], Lunge, Power Attack, Spell Penetration, Step Up, Toughness, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits indomitable faith, resilient
Skills Acrobatics +16 (+12 to jump), Climb +17, Fly +11, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (planes) +25, Perception +32, Spellcraft +29 (+31 to identify magic item properties), Swim +27, Use Magic Device +23; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Gnome, Sylvan
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: life drinker, black blade: spell defense, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana, black blade: unbreakable, elven magic, fighter training, greater spell access, heavy armor, knowledge pool
Combat Gear extend metamagic rod, extend metamagic rod (lesser), pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), pearl of power (4th level), pearl of power (5th level), pearl of power (6th level), quicken metamagic rod, quicken metamagic rod (lesser); Other Gear variel's plate, orange prism ioun stone, amulet of natural armor +5, belt of physical perfection +6, bottle of air, cloak of resistance +5, decanter of endless water, eyes of the eagle, handy haversack, headband of mental prowess +6 (Int, Wis), helm of comprehend languages and read magic, manual of gainful exercise +1, ring of evasion, ring of wizardry iv, slippers of spider climbing, sustaining spoon, winged boots, 10,850 gp
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Special Abilities
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Arcane Pool +5 (12/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bane Blade (Su) Add bane special ability to arcane pool options.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (5/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Life Drinker (Su) If kill worthy living foe can recharge own/blades arcane pool, or grant self temp Hp.
Black Blade: Spell Defense (SR 24) (Sp) Spend 1 point from blades pool to gain SR equal to Ego until next turn.
Black Blade: Strike +5 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Critical Focus +4 to confirm critical hits.
Devoted Blade (Su) Add either anarchic, axiomatic, holy, or unholy special ability to arcane pool options.
Disruptive +4 DC to cast defensively for those you threaten.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extend metamagic rod (3/day)
Extend metamagic rod (lesser, 3/day)
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Hasted Assault (6 rounds) (Su) Sacrifice a prepared slot to gain haste for a number of rounds equal to the spell's level.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken metamagic rod (3/day)
Quicken metamagic rod (lesser, 3/day)
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
True Magus (Su) Use weapon in one hand at -2 & cast a spell with the other. The spell is enhanced if it targets the same foe as the melee attack.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Fluff up tomorrow and still have to pick the free item.


HP: 19d8 + 128 ⇒ (8, 6, 7, 2, 5, 3, 5, 1, 7, 8, 7, 5, 7, 4, 6, 4, 2, 5, 1) + 128 = 221

This is Johnnycat again, now with a completed submission ready for review.

Meet Master Chef Kyamba: a legendary warrior-cook who can dish out a beating and still be home in time for supper. Mechanically he can't do anything super-amazing as an Alchemist. Beyond full sneak attack progression I've managed to fit in a few more nifty abilities: fast healing, he can be killed and brought back to life 3 times in a row without any outside assistance, permanent Haste effect (for now), plus tons of fun stuff with potions and extracts. I don't think I'll be able to outshine any of the dedicated fighters or casters, but I'm a pretty capable generalist that can fill any necessary holes in the line while remaining self-sufficient. I can also whip up a mean prime rib and I plan on flavoring all of my brewed potions and extracts as amazing meals!

DM: would you allow us to make use of the retraining rules before the game starts? I have a little extra gold that I'd like to put towards my health.

As always I welcome feedback or criticism.


I have returned with my character's crunch mostly done. Mortimer Talinth at your service. I still have to do spells, but that shouldn't take too long.


Character here. Originally intended for PVP, so I may put a little more thought into teamwork feats this time.

Background: Diajoubu the Ok was raised in Xa Hoi, where he was a huntsman of fair skill. Little did he know, that his GM awarded experience for encounters lower than below his CR-3 and automatically gave WPL stuff to you whenever you leveled up, and one fateful day, his experience was tallied(I expect a decimal place got moved somewhere, or that's a LOT of deer), and the commoner jumped to a fully equipped warrior of incredible powers in the form of some esoteric deities' blessing. Daijoubu is pretty much at a loss of how to deal with his sudden near-demigod level status.

Tactics: Included in his statblock.

Personality: Diajoubu the Ok is still very stunned by his ascent to power. What does a normal, humble halfling who values community and family do when he is empowered with magical artifacts and the skill of a warrior who could conquer nations? Since then, Balors, Nightwaves, and other level appropriate nonsense have dropped out of the sky to plague his community. Thus, Diajoubu has left his home in hopes of finding a way to return his bizarre gift of power so that he can go home without being followed by super-powerful monsters. The most he wants to have to do with this whole affair is maybe have a book ghost-written for himself after he's done.

This is my comedic style background-personality. If you'd like one of more epic/seriousness, just say the word and I'll change it up.

~~

Also, you might want to roll two of your bad guys or more at a time if the Firebleeder is on the level for them.

Daijoubu alone would kill the Firebleeder in two rounds, maybe three if he rolled poorly, without ever suffering an attack.


Technically you can't kill it without wish or miracle and a ton of cold damage. But that's neither here nor there...


One full attack from me has a pretty good chance of killing it. I can't miss barring rolling a 1 on my non iterative attacks (of which I have 4), and deal upwards of 240 +6d6 Acid +6d6 cold damage presuming I hit with an average of 2 iterative attacks. And I carry 4 scrolls of Miracle that I cannot fail to cast except on a 1.

Considering my stealth is 143 at optimal engagement range, I think I will also get a surprise round, not to mention the fact that I could buff my damage, initiative, and to-hit to the point that he will die before acting.

If the Firebleeder teleports directly on top of Daijoubu while he's sleeping, Daijoubu might be in trouble. All other scenarios lead to the Firebleeder's inglorious death (399/400 times) at the hands of a skidish halfling, considering he cannot spot me unless he gets a nat 20 perception while I nat 1 stealth. This gives me initiative and buffing time, and he dies.

Daijoubu's current stats will be nerfed slightly as I adjust to match this point buy, but he was built to PvP, and fellow players are far better at rocket tag than Paizo ever will be.


Sorry, I didn't mean to come off like I was questioning your capability.

However, the problem is not necessarily hitting or dealing damage. It's that your 9d6 of cold damage is going to have a hard time keeping up with the 263 points of cold damage necessary to put it down (which it can apply its fast healing against whatever you are stacking up).

Plus everytime you hit it it shoots out a magma column within a certain range (presumably you have already given consideration to a means to avoid that plus the lava bombs). I'm not sure how stealth interacts with Blindsense either.

I'm not saying you aren't capable of doing it, but it would probably be a huge pain in the butt and probably take more than two rounds.


" at least half of which must be inflicted by cold damage"

My bad, missed this part. I presumed he could be nonlethal'd down, then miracled away. Does make it more interesting.

But doesn't change the fact that one halfling can keep him perma-stunned without trying very hard.

I presume the others have pretty good tricks too, so, if just me can keep this guy down, the others could make him regret living.


I also hope there are minions or something that will be running interference. 6 lvl 20 PCs with consideration given to optimization can pretty much focus-fire anything given the opportunity.

But what do I know? I'm just the cook...


I was suggesting the two at a time thing in case that was not the case. Even I've fallen for the trap of "Oh, look at this monster... so beautiful... he can win all by himself.." as a GM. Generally, if a monster can do that, it's because his defenses have a specific counter the party doesn't have access too or his aoe save or suck/die took out enough of the party by random chance.


Interesting. I may roll up a Two-Handed Fighter with a Scythe just for s!#@s and giggles (Yes, I'll take a -5 to-hit to instantly critically threat and confirm for a x5, thanks for asking).

But nah.

More likely I'll make a Monk or Brawler. S'wat I do.

So, question, how d you feel about Retraining? The Qinnggong Monk gets a lot of neat abilities, but the issue is they're usually level locked at the level AFTER you get the abilities you can trade for them. -.-'

If you'd allow me to Retrain some abilities (with associated costs, of course) I could especially see myself making up a Monk. Probably a Master of Many Styles, because I love that archetype and all you really lose is a few Feats (to take Two-Weapon Fighting and such), since Perfect Self is really bad for a capstone.

That, or I'll try and make a character who's nigh impossible to take down.

None of this wimpy "I get knocked down, but I get up again" namby pamby stuff like the Reincarnated Druid and Monk of the Four Winds get though.

That, or an Unarmed Strike using Slayer.

Why, you ask? So I can use Paralyzing Strike, and that Feat that lets me Coup de Grace people as a Swift action. Because why not.

It basically lets you make one target have a REALLY bad day, one attack one kill style.

Standard action Master Slayer ability to kill, tack Paralyzing Strike and Stunning Fist on there, it basically has to make three saves (of admittedly somewhat low DCs) or die. Four if you take the time to try and Assassinate too.

That last one is the clearest conceptually: A cold assassin who's known for always killing his target instatly, with his bare hands.


Sorry about not getting back to answer questions but RL is seldom accommodating. I am going to nip this in the bud before I get too many submissions. I don't like cutting people but I know I will have to keep this at 6 PC's or below.

So here is the list of sacrifices...er heroes. So the six above the line are in and the ones below will be first pick in case someone bails. Discussion and Gameplay threads will be up by Monday so you have until then to finish unless there are issues or questions.

drbuzzard as Groff (Fighter)
Reckless as Donovan Quince (Gunslinger?)
Javell DeLeon as Darnak (Monk)
MiniGM as nameless gnome (Sorcerer)
Johnnycat93 as Master Chef (alchemist)
CampinCarl9127 as Mortimer Talinth (Wizard)
--------------------------------------------------
DM Variel as Variel (Magus)
Diajoubu, the Ok (Cavalier)

For the others, thank you for your interest. Really. I am truly impressed by the response and both the work and creativity in some of these builds. Sorry I can't take more but as Daijoubu pointed out, some of you might be able to destroy a CR 24 by yourself. The first few encounters will be test runs and if I need to I will increase the difficulty. It will be interesting to see the true worth of the CR system. Thanks guys.


Awesome!

Crashing now biut I will do my gear tomorrow

This is mini gm and I will be updating this profile for my fat gnome

Edit: the profile is currently from another game but will be changed tomorrow


That went surprisingly fast. At any rate, good gaming all.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Woot! Thanks!

Yes, Gunslinger (Pistolero) don't know how that line got omitted.


OK, alias up. Ready to roll.

I commend the GM for setting up such a quick recruitment.

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