Dakcenturi |
Level 2: 1d6 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (4) + 1 = 5
Level 3: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
Level 4: 1d6 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (3) + 1 = 4
Level 5: 1d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (4) + 1 = 5
Level 6: 1d12 + 1 ⇒ (6) + 1 = 71d12 ⇒ 6
Level 7: 1d12 + 1 ⇒ (12) + 1 = 131d12 + 1 ⇒ (7) + 1 = 8
Level 8: 1d12 + 1 ⇒ (8) + 1 = 91d12 + 1 ⇒ (11) + 1 = 12
Level 9: 1d12 + 1 ⇒ (11) + 1 = 121d12 + 1 ⇒ (8) + 1 = 9
7 + 6 + 4 + 7 + 5 + 7 + 13 + 12 + 12 = 73
Original HP with Max first half others ended up being 59. So got a nice gain of 14 hp :D
Rickmeister |
Go go Dakcenturi!
Great idea Skaldi, I'm looking forward to the character.
Seeing as everyone is putting so much effort into this, and the fact that I would love for every one of you to be in this adventure, how would you feel about, instead of me running it for 4 players of level 9, I decide to run it for 6 players of level 8?
You can honestly say "yay i like" or "nay i'll take my 66% chance!" and I won't hold it against you. :)
Kahr Ifran |
Dak here, let me know how it looks. I didn't want to get into specifics of his adventures (since he really hasn't had any yet :P) so I just generalized it in his background.
Khar Ifran
Male Human Dragon Disciple 3 Sorcerer 5
NG Medium Humanoid (human)
Init +7; Senses Perception +8
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 natural)
hp 69 (3d12+5d6+16)
Fort +6, Ref +4, Will +7
Resist fire 5, dragon resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Longspear +10 (1d8+7/x3) and
. . Unarmed strike +9 (1d3+5/x2)
Ranged Darkwood Light crossbow +6 (1d8/19-20/x2)
Special Attacks breath weapon (1/day) (dc 15), dragon bite, magic claws & bite (7 rounds/day)
Sorcerer Spells Known (CL 7):
3 (5/day) Fireball (DC 19), Fly, Draconic Reservoir (DC 18)
2 (7/day) Resist Energy, Flaming Sphere (DC 18), Scorching Ray, Fire Breath (DC 18)
1 (7/day) Magic Missile, Shocking Grasp, Mage Armor, Burning Hands (DC 17), Enlarge Person (DC 15), Endure Elements
0 (at will) Acid Splash, Open/Close (DC 14), Read Magic, Mage Hand, Detect Magic, Prestidigitation (DC 14), Message
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 14, Wis 10, Cha 18
Base Atk +4; CMB +9; CMD 20
Feats Elemental Focus (Fire), Elemental Spell (Fire), Eschew Materials, Improved Initiative, Point Blank Shot, Precise Shot, Spell Focus (Evocation)
Traits Reactionary, World Traveler (Diplomacy)
Skills Appraise +9 (+11 on items valued by weight when using scales), Diplomacy +16, Fly +10, Knowledge (arcana) +13, Perception +8, Profession (merchant) +7, Spellcraft +10, Use Magic Device +12
Languages Common, Draconic, Elven
SQ bloodlines (draconic [gold dragon [fire]])
Combat Gear Potion of cure light wounds (5), Potion of cure moderate wounds (3), Potion of cure serious wounds (2), Potion of restoration, lesser (2), Wand of enlarge person, Acid (2), Alchemist's fire (2), Sunrod (10); Other Gear Cold Iron Crossbow bolts (50), Crossbow bolts (50), Darkwood Light crossbow, Masterwork Cold Iron Longspear, Silver Crossbow bolts (50), Belt of physical might (Str & Con +2), Bracers of armor +3, Cloak of resistance +1, Handy haversack (54 @ 76 lbs), Headband of alluring charisma +2, Backpack, masterwork (6 @ 5 lbs), Bedroll, Belt pouch (5 @ 10 lbs), Blanket, winter, Candle (10), Everburning torch, Flint and steel, Lock, superior, Manacles, masterwork, Merchant's scale, Silk rope (2), Spell component pouch (5), Tent, medium, Trail rations (14), 683 GP, 3 SP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/2
Alchemist's fire - 0/2
Breath Weapon (1/day) (DC 15) (Su) - 0/1
Cold Iron Crossbow bolts - 0/50
Crossbow bolts - 0/50
Magic Claws & Bite (7 rounds/day) (Ex) - 0/7
Potion of cure light wounds - 0/5
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/2
Potion of restoration, lesser - 0/2
Silver Crossbow bolts - 0/50
Sunrod - 0/10
Trail rations - 0/14
Wand of enlarge person - 0/50
--------------------
Special Abilities
--------------------
Breath Weapon (1/day) (DC 15) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 15.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Draconic (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
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.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Khar never knew his father, growing up with his mother instead. After forming business contacts of his own he struck out to expand the family business and move north from Ketapesh to new trade opportunities.
Always having a great love for history and adventure Khar more often than not found himself delving into tombs and dungeons, helping out townsfolk and generally getting into mischief while those he employed handled most of the mundane tasks of his business.
Now he finds himself at the mages guild, hunting after some new arcane knowledge.
jamie noone |
I decided to make her a fighter2/invulnerable rager6. She started out in her town's militia before she hooked up (no pun intended) with the adventuring group. Feat and rage powers have been selected, and I just need to finish overwriting the stat block (from a pregen in a PFS adventure).
HP Rolls:
ftr 2 1d10 ⇒ 7 1d10 ⇒ 3 = 7
bar 1 1d12 ⇒ 6 1d12 ⇒ 7 = 7
bar 2 1d12 ⇒ 1 1d12 ⇒ 12 = 12
bar 3 1d12 ⇒ 3 1d12 ⇒ 12 = 12
bar 4 1d12 ⇒ 4 1d12 ⇒ 11 = 11
bar 5 1d12 ⇒ 7 1d12 ⇒ 8 = 8
bar 6 1d12 ⇒ 7 1d12 ⇒ 6 = 7
Not bad.
Rickmeister |
Nice nice, I like all of them so far.
Zander Drax (Mezegis)
Jirani Kafr Abdu (jamie noone)
Ethan Sower (Cuchulainn)
Skaldi the Tallest (twilsemail)
Horatius Lartius (Bali)
Theor Garess (Dakcenturi)
Skaldi the Tallest |
I have absolutely no idea what to take for gear. If anyone has any suggestions, I'm happy to hear them.
I can build the PC as either melee or archer, whatever works for the party.
I won't be able to actually build anything worthwhile until tomorrow.
Rolling for HP.
Paladin 1: 1d10 ⇒ 51d10 ⇒ 10
Paladin 2: 1d10 ⇒ 81d10 ⇒ 10
Paladin 3: 1d10 ⇒ 101d10 ⇒ 2
Paladin 4: 1d10 ⇒ 61d10 ⇒ 2
Paladin 5: 1d10 ⇒ 21d10 ⇒ 6
Holy Vindicator 1: 1d10 ⇒ 81d10 ⇒ 3
Holy Vindicator 2: 1d10 ⇒ 61d10 ⇒ 3
Holy Vindicator 3: 1d10 ⇒ 91d10 ⇒ 3
HP before con mod: 6 + 10 + 10 + 10 + 6 + 6 + 8 + 6 + 9 = 71
Rickmeister |
Zander Drax (Mezegis)
Jirani Kafr Abdu (jamie noone)
Ethan Sower (Cuchulainn)
Skaldi the Tallest (twilsemail)
Horatius Lartius (Bali)
Theor Garess (Dakcenturi)
How about the others? Working diligently?
*cracks whip!*
Anja Grava |
Rickmeister |
Looks nice Anja!
A general piece of advice: don't spend all your money on the "big five". try browsing for potions, one-us items, etc coz there are many nice things in there that are somtimes more useful than yet another +1 to saves :)
Oh, and could you put a little spoiler in your characters designated "Gear" for your non-mundane items, where you include the price? I like putting them in my excel to see how veryone is gear-wise :)
Rickmeister |
Ooh, and I'm looking forward to playing it with you guys :)
The adventure has a real nice feel to it, and whatever piece I get to preparing I wish we were there already, so I could see your responses! :D
I opened the "Discussion" tab up top. If everyone could just post once with their characters name that would be great. General talk would still be here, but makes it easier to see what characters are (semi-done) and allows me to go through them faster than figuring out who is whose alternate name :D
Rickmeister |
Bali! Wakey wakey, rise and shine! :D
Skaldi, i thought herolab is a license for life? Lost access to your account somehow? If you want I can always input him in the system, if that helps. Anyone here G(mail/chat/drive)-people?
Man, that name is confusing to me, as I play Warhammer 40k and the vindicator is an armored vehicle that drops big shells :D
Skaldi the Tallest |
@Rick: Remember 6 months or so ago when my computer had a meltdown? I've still not bothered to replace it. When I eventually take the time to do so, I'll hav eherolab again.
I use Gmail and Gdrive frequently.
I decided to forgo the Holy Vindicator. I think the Hospitaler chassis works well on its own and I'd like a chance to try it out.
I do have the background sketched out, but want it polished before I put it up here.
I'm heading out for game shortly. I won't be back in civilization until sometime on Sunday.
Check out my equipment and let me know how it looks.
Skills are still pending. I'll have to figure out what I need where. I've got 16 points to spend and about 50 I want to spend.
Durjaya the Penitant
LG Medium Humanoid
Init +1; Senses darkvision 60 ft.; Perception +
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 10 (+1 Dex, +1 Enh, +9 Armor)
hp 90 (8d10+16)
Fort +11, Ref +6, Will +9;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Keen Falchion +1: +14 (2d4+8/15-20/x2)
Spell-Like Abilities Detect Evil (At will)
Paladin (Hospitaler) Spells Prepared (CL 6):
1st (2/day):Bless, Divine Favor
2nd (2/day):Shield Other x2
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +10; CMD 21
Feats Step Up, Power Attack, Furious Focus, Following Step, Step Up and Strike
Skills
Languages Common, Orc
SQ Aura of Courage, aura of good, Aura of Resolve, Channel Positive Energy (4d6)(6/day), Detect Evil, Divine Bond (Falchion), Divine Grace, Divine Health, Intimidating, lay on hands (4d6) (7/day), Mercy (Dazed, Shaken, Sickened), Orc Blood, Orc Ferocity, Smite Evil (2/day) (+3), Weapon Familiarity
Other Gear Mithral Full Plate of light Fortification +1, Wand of CLW, Headband of Charisma, Belt of Strength, 1750 GP
--------------------
Special Abilities
--------------------
Aura of Courage - Immunity to fear. Each ally within 10 feet gains a +4 morale bonus to saves against fear effects. This ability only functions if Durjaya is conscious.
Aura of Good - Durjaya radiates a Level 8 aura of good
Aura of Resolve - Immune to Charm spells and SLAs. Each Ally within 10’ gains a +4 morale bonus to saves against Charm effects. This ability only functions if Durjaya is conscious.
Channel Positive Energy (3d6)(6/day)
Detect Evil (At-Will) - Durjaya can focus on a single item or individual within 60’ and determine if it is evil and, if he takes 3 rounds to concentrate, can determine how strong that evil is.
Divine Bond (Weapon) (1/day)(+2) - Weapon bonuses last 8 minutes. See CRB.
Divine Grace - Durjaya gains a +3 bonus to all saving throws.
Divine Health - Immune to disease including supernatural and magical diseases.
Intimidating
Lay on Hands (4d6) (7/day)
Mercy (Dazed, Shaken, Sickened) - Durjaya’s lay on Hands also has the following effects: Target is no longer sickened, target is no longer shaken, target is no longer dazed.
Orc Blood - Durjaya counts as both a human and an orc for any effect related to race.
Orc Ferocity - Once per day, when Durjaya is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Smite Evil (2/day) (+3) - Durjaya may choose a target for his smite evil as a swift action. He gains a +3 bonus to attack and damage rolls. Additionally, Durjaya gains a +3 deflection bonus to AC against attacks made by his target.
Weapon Familiarity - Durjaya is proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Edit: Fixed the listed level and saves.
Skaldi the Tallest |
Re: Warhammer
I really wanted to pick up a Tyranid or Dark Eldar army in 40k, but no one in the area (over the age of 14) plays. I'm not going to buy an army and just look at it.
That said, Song of Blades and Heroes has a space game coming out (or just came out? unsure) and I'll be trying my hand at bugs in that.
In WFB I'm all Wood Elf all the way. Not that I've played WFB in a while. The last edition change I saw neutralized my entire play style.
Rickmeister |
I'm a tyranid man myself, with some hybrid marines that don't have a codx other than what I want them to be at the moment :)
"Wasted" too much money on them already, but their hungry faces and blooddrenched talons make it worth it :D
Skaldi: could you copy or link the different feats you have, and summarize the magical gear so I have an idea on what to expect (slightly). :)
Looks nice. Maybe you could change your mercy to fit with the barbarian (fatigue)? That's your choice however.. :)
Skaldi the Tallest |
I ran a bunch of Glade Riders and a few other archers and used guerilla tactics and proper unit placement to harry my enemy to death.
1: Step Up: https://sites.google.com/site/pathfinderogc/feats/combat-feats/step-up-comb at---final
3: Power Attack: https://sites.google.com/site/pathfinderogc/feats/combat-feats/power-attack -combat---final
5: Furious Focus: https://sites.google.com/site/pathfinderogc/feats/combat-feats/furious-focu s-combat
7: Following Step: https://sites.google.com/site/pathfinderogc/feats/combat-feats/following-st ep-combat
9: Step Up and Strike: https://sites.google.com/site/pathfinderogc/feats/combat-feats/step-up-and- strike-combat
Gear:
Fortification: 25% chance to turn a crit into a normal attack
Keen: doubles crit range
I think I'll go without the mithral full-plate and just take the Full Plate.
That leaves me with about 10k left. At least some of that is likely going into the weapon.
I will absolutely change my mercy. I hadn't even thought of that. Switching out Shaken.
Trait suggestions are also welcome. I think Reactionary is necessary given the background. Though, really, I could take it or leave it.
Mezegis |
With dex bonus of +1, Steel Full Plate is all you need, Full plate +1 is only like 2650. You could add a Ring of Protection and Amulet of Nat Armor with what you save for an additional +2 AC points. You already have an 8k+ weapon, I think trying to add anything else might be too costly at 32k starting gold. Don’t forget the handy haversack or bag of holding to carry all your gear in, no idea if Rick cares about encumbrance or not, but they are nice to have. Wand of Shield of Faith could be nice for a quick hit of +2 AC, and only 750 gold.
Skaldi the Tallest |
I think I'm going to roll in with a +2 Cloak of resist.
The general idea is a masochist who takes the hits for his companions. Too much AC means the baddies will start ignoring him for the squishy folks. I'm not sure what the average attack bonus for level 8+ monsters is, but I don't want to be much higher than the bonus itself.
Mezegis |
I generally approximate 5+level of group, so I'm expecting roughly a +13 to hit. My goal for AC is to always try and be above that plus 10 (23 in this case), so mobs have a less than 50% chance to hit me.
If we are going to have 2 ppl who block with their face, I may go with a wand of CLW anyway, because we'll need 2-3 of them, lol.
Rickmeister |
hahahaha XD
Blocking axes with your face is good, for those more squishy behind you.
To answer your question: yes, i care about encumbrance.
And I also care about the percentages between the magical gear.
I mean, it's nice to receive some higher level gear and being able to afford that fancy sword, but I kinda want to keep the balance aswell.
As a general rule, 25% goes to offense (weapons, wands of offensive spells, etc), 25% goes to the protective (armor, shield, cloaks of resistance, amulets or natual armor, ...), 25% goes to other things (feather token of a boat, handy haversack, etc.), and the remaining 25% goes to other things (disposable items and money).
See below.
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
Rickmeister |
I'm finishing up the preliminary ideas for character introductions and such, are there things you would like to see?
People that would like a linked background?
Something about their background secret/open?
I'm assuming the wizard will be part of the wizard's academy, the zen archer is part of the monk orders of Mithurdane, Paladin as part of the whitecloak/redcloacks, barbarian as part of Rhino. Dragon disciple is a bit open, but I would join you with the Rhino if you don't mind.
Harrow Flights is about to take off. Please put your tables in an upright position, and turn of all your mobile equipment. Any last thoughts can be talked over with the flight attendants.
Rick
Rickmeister |
Okay, the team is put together very nicely. To those who still need it, don't forget to fix your gear (32.000 gp to be spend wisely) and give me a question your character would like to receive a Harrowing about.
If at all possible, I would like to kick it in gear in about 10 hours, so we still have roughly 36 hours to get your first posts on. :)
Gameplay minus 10 and counting!
I'm not going to check everyone's character sheet concerning the money and its percentages. I trust everyone is adult enough to adhere to it :)