Academy of Secrets (Inactive)

Game Master Corsario

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I am going to try to run Academy of Secrets if anyone is interested. I see a lot of lower level campaigns so I thought I'd give running something a little higher level a shot. Character creation guidelines and a brief overview of the module are spoiler-ed below for your reading pleasure.

Character Creation guidelines::

Characters are level 13
Standard wealth by level(140,000)
-Classes from Core, APG, UM, UC, and ACG are acceptable.
-As I do not have a copy of Unchained yet nor will I be able to aford a book or pdf copy of it any time soon I will ask that people avoid Unchained even though it sounds like its going to be off the hook!
-Please none of the new classes that were play tested(pathfinders taken on Psionics)
-Standard races would be prefered, but I will consider things from the ARG based on background and strength of argument for why this race should be allowed.
-NO third party publishing sources allowed!
-All other Paizo products will be allowed
-Race traits, feats, magic items, and alternate class features from the ARG are allowed but you can not build your own custom race.
2 traits
HP are going to be rolled and if you roll under half your HD you can take half your HD instead.
Original Stat generation will be 2d6+6 or 20 point buy which ever is higher. Your final stats are going to be different(with stat increases at 4,8, and 12).

Campaign Background:
Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year’s festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory—they may rock the very foundation of the Acadamae, and even the entire city!

I'm looking for about 4-6 players ultimately. I will keep this open for a week or until I get 4-6 strong player concepts which ever comes first. Any other questions can be posted here. I do not expect everyone to have fully fleshed out characters I just need to be able to track what your trying to accomplish with your character. Now if you want to post a full alias go ahead.


Hi DM Mathpro!

I have a Ratfolk Rogue Level 14 I used for the Tomb of the Iron Medusa which I can take to level 13 without much issue.

Would you accept it for this one?

If not, I can change it to a human, gnome or halfling, I think... But I have to say I got somewhat attached to Garonok....

Quote:

The small ratfolk smiles charmingly.

"You sure need to hire me! If you are going in there, you will need a professional "procurer", and that's me. I will make sure no one gets hurt because of traps, and I can also scout ahead, warning you of dangers. I am silent and fast a a mouse, very handy disarming them, and able to spot a poisonous spider in the complete darkness of a dark cavern. I also have several tricks up my sleeve, which have saved my employers more than once. A resume? Let me see. I once , when little, escaped the dungeons of the City of Aquila. Did you heard about that? I am the only one that have escaped! And then got recruited by a couple trying to break a curse, and had to break in the damn city again! Well, with those connections, I reformed myself, embraced Abadar's creed and make a career of my abilities. The exploration of Sultan Abd-Abbas Mausoleum? That was me, that was the place when I found my celestial armor! The rescue of a couple children from the old mines of gold of Starguard? Me, me me! I tell you, I am the mouse for the job! Combat? Very good at it! I got a perfect strategy! I let the big slow guys behind me pummel the monsters to oblivion, while I do the best that I can do, get out of their way! Well, sometimes I help a little, Tooth and Claw, my nice twin swords have done their share, sometimes, but I must say that let the strong big guys do their stuff works well for all the involved, well, except the monsters! I help them by telling them where the enemies are, how many, armed with what, and leading them to the place. So, do we have a deal?"
Age 30; Height 3'10"; Weight 74 lbs.; Black Eyes; Short Dark Gray Hair.
Follows Abadar, born at Absalom.


Actually Ganorok I will allow you to keep him as is and I am removing my ban on ACG races. I don't like them for longer campaigns but since this is a relativly short one shot type game I don't see what harm having non-standard races can do.

And thank you for your interest!


To clerify so it stands out:

-I am allowing any races detailed in the ARG except custom built ones.


Dotting for interest. But first, important question: Is it a problem for you if I've run this module before (and therefore am somewhat familiar with it)? I don't think keeping IC/OOC knowledge should be a problem, but I'd understand if you'd prefer someone who knows nothing about the game.

If you're ok with that, I'd like to re-stat K'leck, my Shoanti human barbarian. He was in another game that got cut short. The basic idea behind him is that I want him to pick up enemies and use them to bludgeon other enemies. Or possibly throw one enemy at another (this can be accomplished through some of the barbarian rage abilities). The thing is, you can't really do that effectively until higher levels, and IIRC, 13 was about the level you need to be to have all the abilities.

As far as personality, K'leck is a generally friendly guy who doesn't take life too seriously. He'll knock you out in a bar fight one day and buy you a drink the next.


Its fine K'lechmaki just make sure you don't metagame. I also run quite a bit of role-play when I run this so that will change it up.


Hmm, maybe I could bring my PFS retired summoner. She's fairly amusing. Fair warning though, I did play this once, though it has been a couple of years.

The premise of the character is that she's a lady who was unable to have kids, so her husband ditched her and then she learned summoning to get a daughter. She is fully convinced that her eidolon is actually her real daughter (even though it obviously isn't).

There's a lot of personality quirks which make her fun to play.

Would have to stat her up to 13th from 11th.


Are you willing to allow stuff from Heroes of the Wild?


@Drbuzzard: That would be fine though I am a little leery of summoners. I don't out right ban them but please try to be reasonable when designing your Eidolon.

@Nohwear:Is that a pathfinder source book? Sounds like it would be from the companion line which if it is then thats fine.


The eidolon is primarily defensive in nature, not one of the crazy damage dealing monstrosities. It's a biped with a high AC, and only claws. No extra limbs or even pounce.


@Drbuzzard: Perfect!


Under Consideration Thus Far:

Ganorok "The Mouse"- Garonk "The Mouse" - Ratfolk Rogue 13
K'leckemaki-K'leckemaki-Shoanti Barbarian 13
drbussard-Character Name Unknown-Summoner 13


Excellent!

Thanks for the consideration


Ah no problem and just to clerify thats just a list of people who have submitted characters not who I've chosen by any means.


Zmeni Tvar de'Morcaine:

Concept is a guy that doesn’t much like who and what he is. But doesn’t admit that even to himself. He tells himself it for the power or ability the form gives him. Need to get into a dwarf town without attracting attention – change into a badger and pretend to be a wandering pet. Need to fight change into a dino. Need to move far and fast – soar as an eagle. Need to infiltrate a ship – rats are all over the river front. Etc…

Hates the family that failed him. Doesn’t have many friends, but is incredibly attached to those people that have proven trustworthy). His middle class shop keeper parents tried to always do ‘right’ as the government proclaimed. That included sending their child to the priests for ‘book learnin’ rather than helping in the shop. While every year the tax gatherers took even more. His parents were obsessed with class and duty. They never challenged or did anything to try and change the situation. Eventually they died destitute still not able to figure out what went wrong, since they always did what they were told.
Ran off before he could be sold off, managed to get himself taken in as a house boy to a minor adept. Managed to learn a little magic by watching from a hidden spot. Immediately realized the potential rewards and has been pushing his capabilities ever since.
He might have an older sibling. His parents wouldn’t talk about it, but they had another child that ran away shortly after his birth. If the fortune teller was as honest and talent as he professed, he has a much older sister that serves a ship navigator. But he is very much afraid the old man was a fraud.

More than a bit paranoid. Especially untrusting of ‘authority’ figures. But rather than openly rebellious, he just wants to keep track of those that have wronged him and get even later when they are not expecting it. Maybe next month the judge will find a giant scorpion in his bed, but no one will suspect me.
As so much of the shape changing/polymorph magic is nature and animal related, he pretends to be very primitive, uneducated, and stupid. But that is pretense: he is well educated, thinks about things very carefully, and tries to always have the correct spell/shape/gear for a given situation.

Build will be a human Feral Hunter that tries to use wild shape as his 'go-to' solution.

Sovereign Court

Docbuzzard here.

Mother Magda:

The woman eventually to be known as Mother Magda was once a fetching lass courted by a member of the lower ranks of Taldan nobility. A common seamstress of great beauty, she and he new husband were quite happy with their marriage. That is until after much trying to bring an heir into the world, she was found to be barren. At that point her husband dumped her. This had a rather negative effect on Magda's mental well being. She decided that magic could solve the issue of her inability to have children, so she investigated the mystic arts. Just not the really study oriented ones since she wasn't really that into books and stuff.

After much investigation and developing of innate talent, she managed to summon an eidolon.

Now Magda didn't see this as a mere eidolon. It was her daughter Mary. So while the 'child' was a bit on the homely side (misshapen, with claws), Magda would dress her up in a wig with pig tails, and a little girl's dress.

Mother and Mary eventually fell in with the Pathfinder society. Mother looked at this as a good way to expose her daughter to educational opportunities. The missions she rationalized to be field trips for her precious child (much to the exasperation of most Venture Captains). She served in the society for many years, doing such lofty things as defeating a waking rune Lord with her team.

Eventually Mother was able to trade in enough favors earned in the society to purchase a noble title for Mary, who is now a Contessa in the Taldan Empire.

Mary of course, being a eidolon knows her master is nuts, but humors it all.

Mother Crunch:

Mother Magda
Male human (Taldan) summoner 13 (Pathfinder RPG Advanced Player's Guide 54)
CN Medium humanoid (human)
Init +9; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 96 (13d8+28)
Fort +6, Ref +7, Will +8
Defensive Abilities greater shield ally
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 corrosive light crossbow +14/+9 (1d8+1/19-20/×3 plus 1d6 acid)
Special Attacks maker's call 2/day, transposition
Summoner Spell-Like Abilities (CL 13th; concentration +20)
. . 10/day—summon monster VII
Summoner Spells Known (CL 13th; concentration +20)
. . 5th (2/day)—greater dispel magic, greater heroism
. . 4th (4/day)—greater infernal healing[ISWG], communal stoneskin[UC], teleport, wall of stone
. . 3rd (6/day)—evolution surge[APG] (DC 20), fly, greater invisibility, greater magic fang, rejuvenate eidolon[APG]
. . 2nd (7/day)—glitterdust (DC 19), haste, resist energy, see invisibility, slow (DC 19)
. . 1st (7/day)—endure elements, expeditious retreat, mage armor, protection from evil, lesser rejuvenate eidolon[APG], shield
. . 0 (at will)—detect magic, light, mending, message, open/close (DC 17), read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 25
Base Atk +9; CMB +9; CMD 22
Feats Extra Evolution[UM], Extra Evolution[UM], Extra Evolution[UM], Improved Initiative, Point-blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits fast-talker, reactionary
Skills Bluff +24, Craft (clothing) +7, Disguise +17, Fly +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +3, Spellcraft +15
Languages Azlanti, Common
SQ bond senses (13 rounds/day), eidolon (named Mary), life link
Other Gear +2 mithral chain shirt, +1 corrosive light crossbow, bracers of falcon's aim, handy haversack, hat of disguise, headband of alluring charisma +6, masterwork artisan's tools, 103,910 gp
--------------------
Special Abilities
--------------------
Bond Senses (13 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
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.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Summon Monster VII (10/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Mary Crunch:

Mary
Female biped (claws)
CN Large outsider
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +21
--------------------
Defense
--------------------
AC 45, touch 17, flat-footed 40 (+4 armor, +3 deflection, +4 Dex, +1 dodge, +24 natural, -1 size)
hp 141 (+41)
Fort +14, Ref +11, Will +11 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee 2 claws +19 (1d6+18 plus grab plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, )
--------------------
Statistics
--------------------
Str 33, Dex 19, Con 17, Int 7, Wis 10, Cha 11
Base Atk +10; CMB +19 (+23 grapple); CMD 40 (can't be tripped)
Feats Combat Reflexes, Dodge, Improved Natural Armor, Power Attack, Weapon Focus (claw)
Skills Acrobatics +9 (+13 to jump), Bluff +8, Climb +28, Escape Artist +8, Perception +21, Sense Motive +4, Stealth +13, Swim +19; Racial Modifiers +8 Perception
Languages Common
SQ devotion, multiattack / extra attack
Combat Gear potion of cure serious wounds (4); Other Gear amulet of natural armor +3, belt of giant strength +4, boots of striding and springing, cloak of resistance +4, eidolon anchoring harness, ring of protection +3, 16,000 gp
--------------------
Special Abilities
--------------------
Climbing (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Eidolon anchoring harness Eidolon may spend Summoner's Summon Monster ability use to stay in Material Plane for 1 rd.
Energy Attacks (Cold) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Multiattack / Extra Attack (Claw x2 [1 extra at -5] [Claws]) Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Tremorsense (30 feet) Sense things and creatures without seeing them.


Hey I just wanted to let you guys now 99% of my posts will be made between 11 AM and 3 PM CST Monday-Thursday. I may exceed those times but for the most part that's when I will be available to post.

I am looking for 1 post per day from the characters I choose though if you make 1 post every other day I won't boot you. Weekends are optional as mine are rather hectic especially over the summer so I won't expect you to post on the weekends. If you do I will try my hardest to check but my posting on Saturday and Sunday will be slow and far between.

Liberty's Edge

Sounds good on my part.


I'm a postaholic, 1/day is easy.


I can easily hit 2 or 3 a day during the week. Weekends are sometimes a bit more spotty.


Here is a character that I had built at level 12 but can easily add a level to to add to the game:

Enothai Lantherion is an elven wizard whose natural talents for enchantments came early in life as did The command of magic. She has also been able, though study and charm, to summon different types of creatures than regular conjurors are, in this more fey, which befit an elven enchantress. She also has a talent for magic magical items and has recently learned how to make magical staves.
She loves learning all she can about magic except for necromancy which is icky. Through sheer force of will and from study she was able to overcome she ability to not cast evocation spells. She now finds herself in Taldor, looking to increase both wealth and power by looking at and for the spellbooks of war wizards.

Enothai Lantherion
Female elf wizard 12
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +15
—————
Defense
—————
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 73 (12d6+1)
Fort +8, Ref +10, Will +13; +2 vs. enchantments
Immune sleep; SR 18
—————
Offense
—————
Speed
Arcane School Spell-Like Abilities (CL 12th; concentration +20)
At will—irresistible demand
11/day—dazing touch
Wizard Spells Prepared (CL 12th; concentration +20)
6th—chain lightning (DC 24), geas/quest, globe of invulnerability , summon monster VI
5th—cone of cold (DC 23), cone of cold (DC 23), dominate person (DC 25), dominate person (DC 25),
mind fog (DC 25)
4th—charm monster (DC 24), crushing despair (DC 24), lesser geas (DC 24), greater invisibility , greater
invisibility
3rd—fireball (DC 21), fireball (DC 21), fly, fly, suggestion (DC 23), summon monster III
2nd—glitterdust (DC 20), hideous laughter (DC 22), summon monster II , summon monster II , suppress
charms and compulsions
1st—charm person (DC 22), color spray (DC 19), detect charm , enlarge person (DC 19), hypnotism (DC
21), mage armor , shield
0 (at will)— acid splash , daze (DC 20), detect magic , read magic
Opposition Schools Necromancy
—————
Statistics
—————
Str 10, Dex 15, Con 10, Int 26, Wis 13, Cha 17
Base Atk +6; CMB +6; CMD 18
Feats Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Greater Spell Focus (enchantment),
Opposition Research UM, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Summon Neutral
Monster
Traits charming, domineering
Skills Appraise +23, Bluff +3 (+4 vs. characters who could be attracted to you), Diplomacy +15 (+16 vs.
characters who could be attracted to you), Knowledge (arcana) +23, Knowledge (geography) +15,
Knowledge (history) +22, Knowledge (local) +21, Knowledge (planes) +21, Linguistics +19, Perception +15,
Sense Motive +13, Spellcraft +23 (+25 to identify magic item properties), Stealth +0; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Giant, Gnome, Halfling, Hallit, Infernal, Orc, Osiriani,
Skald, Sylvan, Thassilonian, Tien, Varisian, Worg
SQ arcane bond (staff of charming), elven magic, force of will
Combat Gear bouncing metamagic rod (lesser) , extend metamagic rod , robe of the archmagi (gray) , staff
of charming ; Other Gear headband of mental prowess +4 (Int, Cha) , 30,850 gp
—————
Special Abilities
—————
p1
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Arcane Bond (Staff of charming) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it,
Concentration required to cast spells (DC20 + spell level).
Bouncing metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that bounce as
though using the Bouncing Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to
spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell.
All the rods described here are use-activated (but casting spells in a threatened area still draws an attack
of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to
combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats
possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use
the given feat a specified number of times per day. A sorcerer still must take a full-round action when
using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic
rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or
lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with
spells of 9th level or lower.
Construction
Requirements Craft Rod, Bouncing Spell; Cost 1,500 gp
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Controller Associated School: Enchantment
Dazing Touch (11/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Domineering (Charm Person) DC of selected spell increases by 1.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Extend metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user
to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change
the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a
threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any
given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In
this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use
the given feat a specified number of times per day. A sorcerer still must take a full-round action when
using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic
rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Normal metamagic rods can be used with spells of 6th level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Force of Will (Su) 60' 2-way telepathy with those you have charmed or dominated.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Irresistible Demand (max 12 HD, 12 rounds/day, DC 24) (Sp) At 8th level, you can force others to do
your bidding. As a standard action, you attempt to dominate a creature as though using the dominate
monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard
leve
.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Summon Neutral Monster Summoned neutral creatures gain a +2 resistance bonus on Will saves.


So many thoughts.. So many possibilities...

I'm gonna try roll straight down the line and see if that narrows it down for me. :P

Str: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Dex: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Con: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Wis: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Int: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Cha: 2d6 + 6 ⇒ (2, 1) + 6 = 9


I don't think metagaming should be an issue. And I can generally at least 1x/day.

Stat/HP rolls:

2d6 + 6 ⇒ (4, 4) + 6 = 14 5
2d6 + 6 ⇒ (3, 6) + 6 = 15 7
2d6 + 6 ⇒ (2, 1) + 6 = 9 -1
2d6 + 6 ⇒ (3, 6) + 6 = 15 7
2d6 + 6 ⇒ (3, 3) + 6 = 12 2
2d6 + 6 ⇒ (3, 1) + 6 = 10 0
Total: 20 pts

HP: 12d12 ⇒ (4, 5, 1, 6, 6, 5, 6, 2, 1, 11, 9, 1) = 57 = 10*6.5 + 11 + 9 = 85

Dark Archive

I'd like to submit a former student of the academy but who left it under a cloud of disgrace. But the deeds he performed subsequent to that has earned him an opportunity at redeeming himself in the eyes of his fellows and win acceptance, if not a spot in the faculty.

For the GM

Spoiler:
Arcane Trickster seems cool at this point.

Liberty's Edge

Dotting for interest. Won't have time to throw out a detailed alias, but I'll be getting on it later. I may have a character that I can adjust to fit, but I'll have to wait until after class to look further.


I've made a few modifications to K'leck to level him up. Still missing some traits, and I've only bought 2 items, so I still have a fair amount of cash to spend. The feats, skills, HP, ability scores, and rage powers are all there though.


dotting for urban ranger


Seems like this could be fun,

stat:
2d6 + 6 ⇒ (3, 2) + 6 = 11 1
2d6 + 6 ⇒ (5, 4) + 6 = 15 7
2d6 + 6 ⇒ (5, 2) + 6 = 13 3
2d6 + 6 ⇒ (5, 4) + 6 = 15 7
2d6 + 6 ⇒ (1, 6) + 6 = 13 3
2d6 + 6 ⇒ (5, 5) + 6 = 16 10
total: 31

Hmm, I can work with these I think.


rolling for the attributes :D
Attributes: 2d6 + 6 ⇒ (6, 4) + 6 = 162d6 + 6 ⇒ (3, 4) + 6 = 132d6 + 6 ⇒ (5, 6) + 6 = 172d6 + 6 ⇒ (2, 4) + 6 = 122d6 + 6 ⇒ (4, 4) + 6 = 142d6 + 6 ⇒ (2, 2) + 6 = 10


ability 1: 2d6 + 6 ⇒ (1, 6) + 6 = 13 equiv to 3
ability 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18 equiv to 17
ability 3: 2d6 + 6 ⇒ (2, 6) + 6 = 14 equiv to 5
ability 4: 2d6 + 6 ⇒ (1, 4) + 6 = 11 equiv to 1
ability 5: 2d6 + 6 ⇒ (5, 4) + 6 = 15 equiv to 7
ability 6: 2d6 + 6 ⇒ (1, 2) + 6 = 9 equiv to -1
So same as 32 point buy. Wow! The dice gods don't actually hate me?!?
arranged as Str: 13, Dex: 18, Con: 15, Int: 11, Wis: 14, Cha: 9
I will finish building the Feral Hunter this evening.


Ability: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Ability: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Ability: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Ability: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Ability: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Ability: 2d6 + 6 ⇒ (2, 5) + 6 = 13

I think I'll make an Oracle


2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14


HP rolls:

HP: 12d10 ⇒ (1, 10, 9, 3, 2, 10, 4, 5, 10, 3, 4, 2) = 63

5+10+9+5+5+10+5+5+10+5+5+5=79


Ambre DuPuits Human Urban Ranger ChSh:

Ambre DuPuits
Female Human Urban Ranger 13 (Advanced Player's Guide pg. 1)
NE Medium humanoid (human)
Init +9; Darkvision 120ft; Perception +15

--------------------
Defense
--------------------
AC 30, touch 22, flat-footed 21(+8 Armor, +8 Dex, +1 dodge, +1 weapon defense, +2 ring of protection)
hp 128 (13d10+39)
Fort +11, Ref +17, Will +6;
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+1 Keen Thundering Scimitar +16/+11/+6 (1d6+8/16-20,+2d6 bleed+1d8 sonar)
or +1 Keen Thundering Scimitar +14/+11/+6 (1d6+8/16-20,+2d6 bleed+1d8 sonar)
and +1 Keen Thundering Wakizashi +14/+11/+6 (1d6+2/16-20,+2d6 bleed+1d8 sonar)
Ranged
Composite Shortbow (+2) +21/+16/+11 (1d6/x3)
--------------------
Statistics
--------------------
Str 14, Dex 26, Con 16, Int 12, Wis 24, Cha 10
Base Atk +13/+8/+3; CMB +15; CMD 33
Feats Double Slice, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Rend, Two-Weapon Defense, Critical Focus, Bleeding Critical, Dodge, Weapon Finesse, Martial Weapon Proficiency (Wakizashi)
Traits Guide of the streets, Faith’s Hunter
Skills Acrobatics +11, Bluff +3, Climb +7, Disable Device +20, Escape Artist +10, Fly +15, Heal +9, Intimidate +12, Knowledge (Dungeoneering) +7, Knowledge (Geography) +5, Knowledge (Local) +14, Perception +15, Sense Motive +7, Sleight of Hand +13, Spellcraft +10, Stealth +26, Survival +15
Languages Common, Varisian
SQ Heart of The Streets
Other Gear +1 Keen Thundering Scimitar, +1 Keen Thundering Wakizashi, Composite Shortbow (+2), 40 arrows, Rangers Kit, Mwk Thieve tools, +2 Mythral Breastplate, Bat cloak, Ring of Protection (+2), Belt of incredible Dexterity (+6), Goggles of Darksight, 5614 gp
--------------------
Spells
--------------------
Spells per Day
1st: 4
2nd: 3
3rd: 1
--------------------
Special Abilities
--------------------
Two-Weapon Rend: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Critical Bleed:Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Favored Enemy (Humans, Elves, Undead):gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check
Favored comunity (Korvosa, Magnimar, RiddlePort):he urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding: At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Hunter’s Bond:a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Push Through:an urban Ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the Ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Blend In:An urban Ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general
Faith’s Hunter: When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can't be extended in this manner.


Let's take a quick roll...

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13

Hmmm, nice. I think an Eldritch Guardian Fighter might be fun for this one.


Dot for interest.

Dark Archive

2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11

hey better than most of my rolls ;-)

Silver Crusade

Too late to toss in my lot?


GM, question please - do you allow the Familiar Archetypes (in this case, Mauler) to work with Improved Familiars? There seems to be two schools of thought regarding it.

I'd like to use a Dweomercat Cub as a anti-magic weapon, making my character vaguely mage-huntery. However, it is pretty nasty stacked with Mauler - in Battle Form it would have 20 strength, which would come as something of a shock to most things it hits.

Your thoughts?


hmm.

2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11


JonGarrett wrote:

GM, question please - do you allow the Familiar Archetypes (in this case, Mauler) to work with Improved Familiars? There seems to be two schools of thought regarding it.

I'd like to use a Dweomercat Cub as a anti-magic weapon, making my character vaguely mage-huntery. However, it is pretty nasty stacked with Mauler - in Battle Form it would have 20 strength, which would come as something of a shock to most things it hits.

Your thoughts?

I will allow you to take a Dweomercat.


Dragonfire996 wrote:
Too late to toss in my lot?

Nope this is going to be going for a while because its level 13 people need more time to flesh out characters.


Hey guys could I trouble someone to make a list of applicants to this game sorted by class and race please. It should look something like whats spoilered below. I ususally do it my self but i'm running low on time today and really need to start tracking applications for this as we've had so many good ones.

Example application list:

Updated under consideration list now with party roles:

Arcane-4
Mcridll-Character Name Unknown-Elf Hunter
Gossamar-Gavin Gossamar-Human Arcanist*
Nameless Ronin-Tybalt-Human Illusionist*
Daynen-Lilith Anteel-Tattooed Sorcerer*

Divine-4
Gerald- Kaztor Strongforge-Druid*
Grovo-Areth Stormwind-Cleric of Shelyn*
Taenia-Talin Vhiski-Monk/Druid
Stoned In Zion-Tiyeri Purr-Catfolk Oracle

Face/Skill-4
Pohlok-Alton Lebeda-Swashbuckler*
Voljoen-Laelynn-Slayer
Nameless Ronin-Character Name Unknown-Human Samurai*
Dragonfire996-Gideon-Aasimar Swashbuckler

Mele/Tank/front line-1
Dave-Herman-Mal Dorren-Human Boodrager*
Keolin Portara-Gerald Vince-Human Figher
Ash-Wren Glassblower-Human? Paladin
Treasurefox-Ohr-Half orc Fighter
Nickadeamous-Meursod Silverships- Dwarf ???
ElterAgo-Jasteliga-Nagaji BloodRager

*=Completed profile/character sheet

Silver Crusade

Well my dhampir wizard is already built at level 13, if your willing to consider him, I know your adversity towards the featured races.

Liberty's Edge

Under consideration list

Arcane
drbuzzard - Mother Magda - Human Summoner
Enothai Lantherion - JASON RODARTE - Elf Wizard

Divine
ElterAgo - Zmeni Tvar de'Morcaine - Human Feral Hunter

Face / Skill
Corsario - Ganorok "The Mouse" - Ratfolk Rogue
Radavel - Pending - Arcane Trickster

Melee / Tank / Front Line
Anon A Mouse - K'leckemaki - Shoanti Human Barbarian
Stoned In Zion - Ambre DuPuits - Human Urban Ranger

Interest, pending details
Daynen
Dragonfire996 - Dhampir wizard
hallowsinder
JonGarrett - Eldritch Guardian Fighter
LitanyOfCurses - Oracle
Nohwear
The Dragon
the_Hound
Tiny Coffee Golem


Thank you. I shall see what I can do. Should be fun and exciting. It's been a while since I played a character with a pet.

Dark Archive

For the GM

Spoiler:
The character I am making (tentatively named Jak O. Ward) is the grandson of the Headmaster of the Acadamae (Ornelos I believe his name). But his father was a Varisian Grifter (hence, the rogue levels) and who abandoned him and his mother at an early age. Grandfather Ornelos could not be more happy at his departure but Jak ran away and looked for his father but did not find him. Meanwhile Grandfather Ornelos took measures to retrieve said wayward grandson when he manifested magic powers upon puberty (he was spying on him by way of a crystal ball, i suppose). But Grandfather Ornelos was greatly disappointed when Jak turned out to be a sorceror (albeit with the arcane bloodline) rather than a wizard like him. So he was disowned by the old man. Jak left promising to comeback to humble his grandfather. Thus began his career as an arcane trickster.

Jak has been involved in some of the more notorious dungeon delves and arcane heists in recent memory.

Jak has many associates from many lands and this can serve as the connection between him and other players.


HP Rolls:

OK, so, roll for HP, if you get under half take half. Sounds groovy. Con with a belt is 18, so that's +4.

1st - 10+4 = 14
2nd - 1d10 ⇒ 1 - 5+4 = 14+9 = 23
3rd - 1d10 ⇒ 10 - 10+4 = 14+23 = 37
4th - 1d10 ⇒ 10 - 10+4 = 14+37 = 51
5th - 1d10 ⇒ 8 - 8+4 = 12+51 = 63
6th - 1d10 ⇒ 1 - 5+4 = 9+63 = 72
7th - 1d10 ⇒ 9 - 9+4 = 13+72 = 85
8th - 1d10 ⇒ 3 - 5+4 = 9+85 = 94
9th - 1d10 ⇒ 1 - 5+4 = 9+94 = 103
10th - 1d10 ⇒ 9 - 9+4 = 13+103 = 116
11th - 1d10 ⇒ 3 - 5+4 = 9+116 = 125
12th - 1d10 ⇒ 4 - 5+4 = 9+125 = 134
13th - 1d10 ⇒ 7 - 7+4 = 11+134 = 145


Ability Rolls:
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
Nice!
Let me redo Ganorok with those...
Racial modification applies to those, right?
(For ratfolk is –2 Str, +2 Dex, +2 Int)


Hit Points: 12d8 ⇒ (2, 4, 5, 1, 1, 6, 3, 5, 8, 8, 3, 8) = 54
Average = 12*4.5=54
Right on target

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