| Breda Longshadow |
This is the discussion thread for DF Team 2.
Wondering_Monster
|
Male Tiefling (Scaled Skin) Wizard (Fire Elementalist Shadow Archtype) 3 Age 60
LN Medium Outsider (Native)
Init + 10; Senses Darkvision; Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 11 (+4 dex)
HP 23(3d6)
Fire Resistance 5
Electricity Resistance 5
Blood of Dragons+2 trait bonus on saving throws agains sleep or paralysis
Fort +3, Ref +6, Will +4
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Dagger +5 1d4
Ranged
Light Crossbow +5 1d8
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
--------------------
Darkness 1/day as a Spell Like Ability
Fire Jet - 20 Foot line of fire 1d6+1 damage, Reflex for Half, Failed save takes 1d6 following round
Scaled Skin - +1 Natural Armor and +5 Resistance to Electricity
Arcane School Fire
Prohibited School Water
Shadow Spells
Arcane Bond - Ring
--------------------
STATISTICS
--------------------
Str 8, Dex 18, Con 12, Int 20, Wis 11, Cha 7
Base Atk +1; CMB +14 (misc mods); CMD +0
Traits:
Reactionary -
Blood of Dragons
Feats:
Scribe Scroll
toughness
Improved Inistiative
Skills (X Points - 1 class, 1 race, etc):
Acrobatics +5 (1 rank, 4 dex)
Craft Calligraphy +9 (1 rank, 5 int, 3 class)
Fly +10 (3 rank, 4 dex, 3 class)
Knowledge Arcana +11 (3 rank, 5 int, 3 class)
Knowledge Dungeoneering +10 (2 rank, 5 int, 3 class)
Knowledge Nature +9 (1 rank, 5 int, 3 class)
Knowledge Planes +9 (1 rank, 5 int, 3 class)
Knowledge Religion +9 (1 rank, 5 int, 3 class)
Preception +4 (3 rank, 0 wis, 1 Trait)
Spellcraft +11 (3 rank, 5 int, 3 class)
Stealth +9 (3 rank, 4 dex, 2 Racial)
Racial Modifiers:
Bluff +2
Stealth +2
Languages:
Common
Infernal
Draconic
Gnome
Orc
Dwarven
Elven
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GEAR/POSSESSIONS
--------------------
Location: On Persons
Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.
Money: 1840 GP 1 SP 0 CP
Backpack
Bedroll
dagger
light crossbow
10 bolts
Cloak of Resistance +1
Total Weight: 14 lbs.
[spoiler=Advancement Choices]
1st: Wizard (Shadow Caster);
2nd: Wizard (Shadow Caster);
3rd: Wizard (Shadow Caster);
===================================================
Wondering_Monster is a nickname given by his wizard master. When he was studying to be a wizard, he would occasionally summon
creatures on accident. This become a running joke, and thus the nickname.
Extremely happy go lucky, until it is time to fight. He is then very ruthless.;
Description
Ht: 6' 0"
Wt: 190 lbs
Age: 60
Hair: Black
Eyes: Black
Skin: Blue
All Zero Level
1-Level
Burning Hands
Magic Missile
Mage Armor
Shield
Grease
True Strike
Vanish
Monkey Fish
Expeditious Retreat
Enlarge Person
2-Level
Flaming Sphere
Hideous Laughter
0-Level
Light
Detect Magic
Read magic
Spark
1-Level
Mage Armor
Shield
Magic Missile
Monkey Fish
Vanish
Magic Missile
Burning Hands
2-Level
Hideous Laughter
Hideous Laughter
Flaming Sphere
Description here....
He is a tall lanky Tiefling wearing only robes and boots. No hat to speak of as he has 2 very long horns, about 8 inches in
length. He has a tail lined with barbs but it is tucked under his robes out of site.
[/spoiler]
Wondering_Monster
|
Correction:
Male Tiefling (Scaled Skin) Wizard (Fire Elementalist Shadow Archtype) 3 Age 60
LN Medium Outsider (Native)
Init + 10; Senses Darkvision; Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 11 (+4 dex)
HP 23(3d6)
Fire Resistance 5
Electricity Resistance 5
Blood of Dragons+2 trait bonus on saving throws agains sleep or paralysis
Fort +3, Ref +6, Will +4
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Dagger +5 1d4
Ranged
Light Crossbow +5 1d8
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
--------------------
Darkness 1/day as a Spell Like Ability
Fire Jet - 20 Foot line of fire 1d6+1 damage, Reflex for Half, Failed save takes 1d6 following round
Scaled Skin - +1 Natural Armor and +5 Resistance to Electricity
Arcane School Fire
Prohibited School Water
Shadow Spells
Arcane Bond - Ring
--------------------
STATISTICS
--------------------
Str 8, Dex 18, Con 12, Int 20, Wis 11, Cha 7
Base Atk +1; CMB +14 (misc mods); CMD +0
Traits:
Reactionary -
Blood of Dragons
Feats:
Scribe Scroll
toughness
Improved Inistiative
Skills (X Points - 1 class, 1 race, etc):
Acrobatics +5 (1 rank, 4 dex)
Craft Calligraphy +9 (1 rank, 5 int, 3 class)
Fly +10 (3 rank, 4 dex, 3 class)
Knowledge Arcana +11 (3 rank, 5 int, 3 class)
Knowledge Dungeoneering +10 (2 rank, 5 int, 3 class)
Knowledge Nature +9 (1 rank, 5 int, 3 class)
Knowledge Planes +9 (1 rank, 5 int, 3 class)
Knowledge Religion +9 (1 rank, 5 int, 3 class)
Preception +4 (3 rank, 0 wis, 1 Trait)
Spellcraft +11 (3 rank, 5 int, 3 class)
Stealth +9 (3 rank, 4 dex, 2 Racial)
Racial Modifiers:
Bluff +2
Stealth +2
Languages:
Common
Infernal
Draconic
Gnome
Orc
Dwarven
Elven
--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons
Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.
Money: 1840 GP 1 SP 0 CP
Backpack
Bedroll
dagger
light crossbow
10 bolts
Cloak of Resistance +1
4 X Potions of Cure Light wounds
Total Weight: 14 lbs.
[spoiler=Advancement Choices]
1st: Wizard (Shadow Caster);
2nd: Wizard (Shadow Caster);
3rd: Wizard (Shadow Caster);
===================================================
Wondering_Monster is a nickname given by his wizard master. When he was studying to be a wizard, he would occasionally summon
creatures on accident. This become a running joke, and thus the nickname.
Extremely happy go lucky, until it is time to fight. He is then very ruthless.;
Description
Ht: 6' 0"
Wt: 190 lbs
Age: 60
Hair: Black
Eyes: Black
Skin: Blue
All Zero Level
1-Level
Burning Hands
Magic Missile
Mage Armor
Shield
Grease
True Strike
Vanish
Monkey Fish
Expeditious Retreat
Enlarge Person
2-Level
Flaming Sphere
Hideous Laughter
0-Level
Light
Detect Magic
Read magic
Spark
1-Level
Mage Armor
Shield
Magic Missile
Monkey Fish
Vanish
Magic Missile
Burning Hands
2-Level
Hideous Laughter
Hideous Laughter
Flaming Sphere
Description here....
He is a tall lanky Tiefling wearing only robes and boots. No hat to speak of as he has 2 very long horns, about 8 inches in
length. He has a tail lined with barbs but it is tucked under his robes out of site.
[/spoiler]
| Whack-a-Rogue |
So, arcane and melee roles are filled. I was going to make blaster Wizard, but I'll go divine instead. Most likely a Cleric or Oracle, but I'll peruse the new ACG stuff during work. Probably won't have a character up until tomorrow due to my schedule, but I'll do what I can.
| DM Jelani |
Multiclass. You have three levels.
No thrid party publishing, as I stated in the character creation rules.
Wondering_Monster - You don't have to do URLs, but I usually do them for d20pfsrd.com. Makes referencing stuff later easier. But no, they are not required. If it's an obscure feat or something I don't know, I might ask you to so I'm not constantly looking it up though.
| Seth86 |
Zinkov
Moroi-Born Dhampir (Svetocher) Antipaladin 3
CE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 28 (3d10+6)
Fort +9, Ref +8, Will +7; +2 bonus vs. disease and mind-affecting, -1 vs positive energy damage
Defensive Abilities negative energy affinity; Immune disease; Resist undead resistance
Weakness weakness to positive energy
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) masterwork greatsword +6 (3d6+4/19-20)
Special Attacks smite good
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +6; CMD 18
Feats Spell Focus (conjuration), Weapon Focus (greatsword)
Traits defender of the society, hermean paragon (steaming sea)
Skills Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5
Languages Common, Elven, Halfling
SQ aura of cowardice, aura of evil, cruelties (cruelty [sickened]), resist level drain, touch of corruption, unholy resilience, vampiric empathy, variant channeling (rulership variant channeling)
Combat Gear wand of inflict light wounds (50 charges), durable arrow (8); Other Gear masterwork full plate, masterwork greatsword, backpack, masterwork, pathfinder's kit, spider's silk rope (50 ft.), tent, small, silver unholy symbol (Asmodeus), 2 gp
--------------------
Special Abilities
--------------------
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Cruelty (Sickened, DC 16) (3 rds, DC 16) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
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.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Rulership Variant Channeling (±1 Profane) Diplomacy bonus/dazed
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touch of Corruption (1d6, 6/day) (Su) You can inflict 1d6 damage, 6/day
Undead Resistance +2 save vs. disease, mind affecting effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
| Whack-a-Rogue |
Here we go. I went PFS-style for HP.
Alignment: N
Languages: Common, Draconic, Dwarven, Goblin, Orc, Ratfolk, Undercommon
Arcane Bond (amulet)
Opposition Schools: divination, enchantment
Intense Spells +1
Force Missile 8/day (1d4+1)
STR 9
DEX 19
CON 12
INT 20
WIS 13
CHA 8
Darkvision 60ft
Speed: 20ft
Initiative: +4
HP: 21 (2d8 + 1d6 + 3con + 1class)
BAB: +1
AC: 16; Touch: 16; Flat-Footed: 12 (+4 dex, +1 wis, +1 size) +2 vs. animals
CMB: +0; CMD: 14
Saves: Fortitude +4; Reflex +7; Will +6
Evasion
Skills
*Acrobatics +10, *Craft(alchemy) +7 (untrained), *Disable Device +13, *Knowledge(arcane, dungeoneering, local, religion) +11 (+2 to identify creatures), *Perception +9, *Stealth +14, UMD +2 (1 rank)
Traits
Magical Knack (wizard)
Trap Finder
Alternate Racial Traits
Cornered Fury
Unnatural
Feats
Improved Unarmed Strike (1d4-1)
Kirin Strike
Kirin Style
Point Blank Shot
Precise Shot
Scribe Scroll
Stunning Fist (2/day, DC 12)
Money: 500gp
Melee +1
Ranged +6 (+1 if within 30ft)
Consumables
Acid Flask x1
Alchemist’s Fire x2
Holy Water x2
Liquid Ice x1
Potion – cure light wounds x2
Vermin Repellent x1
Other Gear: adventurer’s outfit (free, weightless), MW thieves’ tools, pearl of power (level one) x2, spell component pouch x2, wizard’s kit
Spellbook (CL 3)
(3/day) Cantrips: acid splash, arcane mark, bleed, breeze, dancing lights, disrupt undead, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, resistance, root, scoop, spark, touch of fatigue
(3/day + school) Level One: adhesive spittle, burning disarm, burning hands, expeditious retreat, feather fall, grease, infernal healing, liberating command, mage armor, magic missile, magic weapon, monkey fish, obscuring mist, shield, silent image, thunderstomp, unseen servant, vanish
| DM Jelani |
I should also point out, that I ended up not putting the flag in the center of the dungeon so much as a roughly even number of rooms away from the starting points of both teams. That seemed more fair, since the dungeons aren't really symmetrical, and it would be no fun if it was two rooms away for one group and seven for another.
| 'Skivven |
Sounds good. :-) We should probably establish a matching order and some go-to tactics to make GM's life easier in case of bottling.
I'm thinking I could scout 20-30ft ahead of everyone. If I notice anything, I can signal or something. During combat, I plan on focusing on enemy squishies with ranged touch attacks (I can deal up to 1d3+13 with ray of frost) but will try to keep a slot open for emergency spells if we get in over our heads. Thoughts?
| Zinkov |
Will be just behind you. Also smite will be reserved for other PC or powerful good outsiders
Touch of corruption as swift action to heal myself during combat
| 'Skivven |
Once the fighting starts, I'll be hiding behind you. I have decent AC and HP but am still a Wizard. Plus, because I'm using Kirin Style, my crazy cantrip damage takes 3rds to activate, and I'm a full spell level behind. Out of curiosity, why'd you take Spell Focus (conjuration)? I've never played an Antipaladin, so I don't know all their tricks.
| Seth86 |
From level 5 they gain either a weapon or a companion. Like the summon monster spell. So at level 5 i take augment summon and my companion will be buffed.
Just to give u a scary idea
At lvl17 my companion will be a :
Advanced Demon, Glabrezu (Pathfinder RPG Bestiary 0)
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +28
--------------------
Defense
--------------------
AC 29, touch 7, flat-footed 28 (+1 Dex, -4 size, +22 natural)
hp 234 (12d10+168)
Fort +22, Ref +5, Will +13
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +19 (2d6+23) and
. . 2 claws +19 (1d8+23) and
. . 2 pincers +19 (2d10+23/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks rend (2 claws, 2d10+22)
Spell-Like Abilities (CL 14th; concentration +21)
. . Constant—true seeing
. . At will—chaos hammer (DC 21), confusion (DC 20), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight(DC 21), veil (self only) (DC 23)
. . 1/day—power word stun, summon
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 41, Dex 13, Con 39, Int 20, Wis 20, Cha 24
Base Atk +12; CMB +27; CMD 42
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Bluff +30, Diplomacy +23, Intimidate +23, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +20, Stealth +4, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon Monster (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.