DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I hear you...

I have been working on Durin's personal background, and trying to come up with my secondary character, but haven't finished either yet seeing as how it is the weekend and the 3 goblin's are demanding some of my time. :)


OK heres the bulk of my crunch. Name to follow although it will probably be something in memory of Marcus.

Struggling a bit getting a versatile enough spell book and haven't got the cash to fit wands in as yet. Will probably tweak the spell list after seeing what Aron and Max end up with. Assuming in particular that Aron's bard will grab haste although I'll pick it up shortly.

Had a look at the deity list. Is there a wiki somewhere I could get a basic idea of the setting from?

Nearly swapped the whole thing into a white necromancer but not sure how much undead in the game and then thinking maybe a cleric better for that. Maybe that idea can be the backup.

Crunch:

Male Human Wizard (Conjurer [Teleportation]) 7

CG Medium humanoid

Init + 9 ; Senses Perception + 10

Languages Common, Celestial, Ignan, Auran, Terran

DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex + 1 natural armour); mage armor
hp 51
Fort +5, Ref +6, Will + 8 (+1 saves vs spells and effects from evil outsiders)

OFFENSE
Speed 30 ft.
Melee
Ranged

Wizard Spells Prepared (CL 7th; Concentration + 12)
4th (3/day) - summon monster IV (2), black tentacles
3rd (4/day) - fireball, slow, aqueous orb, fly
2nd (5/day) – glitterdust, mirror image, invisibility, false life, create pit
1st (7/day + 1) – mage armor, shield, magic missile (2), grease, enlarge person, 2 free
0 (at will) – detect magic, light, mage hand, message

Prohibited Schools enchantment, divination

STATISTICS

Abilities Str 9 (–1), Dex 14 / 16 (+3), Con 14 (+2), Int 19 / 21 (+5), Wis 12 (+1), Cha 8 (–1)

Base Atk +3; CMB +2; CMD 15

Feats Alertness (w familiar) (B), Improved Initiative (B), Scribe Scroll (B), Acadamy Graduate, Spell Focus Conjuration, Augment Summoning, Improved Familiar, Dazing Spell (?) (B)

Skills (7 + 1) Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (planes) +15, Knowledge (religion) +15, Spellcraft +15, Perception + 8, Knowledge (history) + 9, Knowledge (engineering) + 9, Knowledge (nature) + 13, Appraise + 9, Fly + 8, Use Magic Device (B) + 6

SQ arcane school (conjuration [teleportation]), shift (15 feet) 8/day, summoner’s charm, traits (reactionary, purity of faith)

Gear

Headband of Vast Intelligence + 2 4k, Belt of Incredible Dexterity + 2 4k, Lesser Metamagic Rod, Persistent 9k, Cloak of Resistance + 1 1k, Amulet of Natural Armour + 1 2k, Pearl of Power 1st 1k

Arcane spell scrolls: see invisibility 2 (150), detect secret doors 2 (25) , enlarge person 2 (25), protection from evil 2 (25), expeditious retreat 2 (25), mage armour (12.5)

spellbook, spell component pouch, misc gear ()
178.50gp

Spellbook

1st 25 gp 2nd 150 gp 3rd 375 gp 4th 700 gp

4th level (starting 2) summon monster IV, black tentacles, enervation (700)

3rd level (starting 4) fireball, slow, aqueous orb, fly, halt undead (375)

2nd-level (starting 4) invisibility, mirror image, glitterdust, see invisibility, protection from arrows (150), resist energy (150), create pit (150), falselife (150), knock (150)

1st-level (starting 7) expeditious retreat, enlarge person, grease, identify, mage armor, magic missile, shield, summon monster I (25), alarm (25), mount (25), floating disc (25) illusion of calm (25), silent image (25), vanish (25), detect secret doors (25), protection from evil (25)

[extra spells 2,050gp, scrolls 262.50]

0-level—all core spells

SPECIAL ABILITIES

Shift (Su) You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to ½ your wizard level (minimum 1).

Familiar - Lyrakien

CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

DEFENSE

AC 20, touch 16, flat-footed 16 (+4 Dex, +2 size, +4 natural)
hp 25; 3HD
Fort +2, Ref +7, Will +8
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) + 12, Perception + 13, Perform (any one) +11, Spellcraft + 9, Stealth +18, Use Magic Device + 12

Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak with Master


Your Humble Narrator

I'd advise against a white necromancer, mostly because I don't really see it "fitting". I'm afraid what little I know of the setting is from .pdf's. Truthfully though, with the deities I have up on the wiki you could just assume a generic medium fantasy world and your golden. The campaign's very self-contained.


Okey dokey just looking to flesh out the background but I'll leave it generic.


Your Humble Narrator

Deevor might know where but I was unable to find a wiki for the setting we're playing in.


Managed to find a bit of info via google.

There is this on Bards Gate LINK

A map! LINK

Brief history of Orcus LINK. All we knew in the old days was that he had a wand we wanted.

Property prices! LINK

Wealth calculations! LINK

Some more gods stuff although looks like its the same as what you posted. LINK


Your Humble Narrator

Yeah I have a whole .pdf on bards gate, it's general information I was lacking.


From a look at a view forums last night yeah there doesn't seem like there is a world setting to draw from. Which is fine. Carte blanche to make stuff up!

One thing I guess is that the church of Muir is probably not on its last legs as per the Golarian port. So presumably we have allies and support in the background at least as soon as we can teleport.

Keen to get started. Any more ideas for the group genesis?


Your Humble Narrator

Actually, nothings changed on that front.

The churches of both Muir and Thyr are very much in decline in the setting, especially in face of the "newer" Gods.


OK good to know. It seems a fairly sad world given the ratio of evil vs good gods.

Talomyr if your still deciding on the anti-undead thing you might like to look at the oath against undead archtype vs undead slayer. Some nice stuff without having to make the full commitment for your smite (although you lose a mercy and get detect undead vs evil). My familiar can pick up the last though.

I think I'm going to end up casting fly on you a lot given the angry dwarven barbarian resists friendly magic.


Master of Gaming and Grognardia Current map
DM Alexander Kilcoyne wrote:
Wow forums are dead lately... Cmon, get those characters made, theres only so much wiki editing a man can do before he starts to put entirely useless stuff up! :P

I know what you mean, I've been poking my games. Both ones I run and ones I'm in.


Your Humble Narrator

We're all waiting on you in COTCT though :P. Get your character up ;).


Made the post before I made the character, lol.

Here comes the noble with the silly over-the-top surname.


Dan E wrote:

OK good to know. It seems a fairly sad world given the ratio of evil vs good gods.

Talomyr if your still deciding on the anti-undead thing you might like to look at the oath against undead archtype vs undead slayer. Some nice stuff without having to make the full commitment for your smite (although you lose a mercy and get detect undead vs evil). My familiar can pick up the last though.

I think I'm going to end up casting fly on you a lot given the angry dwarven barbarian resists friendly magic.

Just opted to stick with the standard core paladin.


Worked on Gosport Winterfest Beer Festival over the weekend ... hic slowed me down a lot.

Alex, if you fancy coming into a game on Saturday, we're finishing Midnight Mirror if you're interested. 5th level characters if I'm not mistaken, Aron will correct me if I'm wrong. I'm making a good old hash of DMing, so should be fun. Day includes a walk to the cafe for lunch and we'll buy in Indian or Pizzas for supper. hope to start around 10:30-11:00 in the morning and go til the end of the module or 9:30ish we'll aim to finish, if time starts to run out.


yeah 5th as we leveled up.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6
Dan E wrote:
I think I'm going to end up casting fly on you a lot given the angry dwarven barbarian resists friendly magic.

Only when raging... :P


I suppose I can just beat your initiative and buff although flys an unlikely first round spell and after that your raged. I really badly wanted to work telekinetic charge into a 4th level slot but couldn't decide if it was good or just silly. But the urge to fling party members (particularly demi-humans) at the BBEG remains.

Looks nice Aron. I'm going to greatly enjoy inspire courage and possibly good hope on augmented summons.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

If the situation warrants it, I can delay entering rage, or rage cycle to get needed buffs in place.


Hmmm I think I will grab it then at latest when I have 5th level slots.

Looking forward to the discussions. Most of you would do pretty well with enlarge person as well. We look good on the arcane buffs at least. We'll have to wing it and use consumables on the divine.

Maybe talk camping and mounts when everyone is done.

Secure shelter is castable and civilised even but reserving 1/3 4th slots for it is painful. I can summon a mount but the communal versions just don't have the duration. Theres phantom chariot to carry everyone around as we venture out to slay evil buts thats a 4th level slot as well.

Presumably our characters will have been through all of this before if we are an established group. Are we starting at Bard's Gate or this camp DM?


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

This is what I have so far for Durin's Background. Hardly polished... more like stream of thought but best I get some stuff out there so we can move forward. I am sure to work on it some more, but here is what I have so far.

Bio:
Durin is the eldest son of a powerful Dwarven battle lord. Groomed from his birth to eventually succeed his father, he was instead betrayed by someone close to him (some of you suspect a younger brother or possibly an uncle) which instead resulted in him being sent into exile at a young age.

On his own and with no real skills other than those with a hammer and axe, he travelled for years, supporting himself as a mercenary for hire, before eventually falling in with his current companions.

Personality and Appearance:
- Durin is a typical dwarf in many respects. He is powerfully built and extremely durable while being surprisingly nimble. He is fond of drinking, eating and gambling. He is quick to respond to slights upon his honour but also just as quick to defend others in need. He is quick of wit and likes to tell bawdy jokes.

He does not like to speak about his past, is stubborn and is unusually uncomfortable around horses, preferring to walk as much as is practical.

He is heavily tattooed and his naturally fiery red hair is shaved into a mohawk style haircut. His equally red beard is progressing admirably for such a young dwarf, something he is quite proud of. His voice is deep and smooth, and he is not shy about sharing his opinion, even if it is not asked for.

He is good of heart and loyal to his companions. He likes to brawl and participate in contests of strength and endurance, and does not hold a grudge if he is bested honourably. He is sure to demand a re-match at the earliest opportunity however.

His most prized possessions are his magical hammer and his battle mask.

His experiences have made him a fair judge of character and give him significant skill in rooting out deception and falsehoods.

His many vices usually conspire to keep his coin purse light, not that he minds, as it provides extra motivation to adventure. He is fearless and more than a little reckless at times, relying on his combat prowess and the 'fever' as he calls it to carry him through most dangerous situations.

Party History:
???


Your Humble Narrator

As per my narrative in the IC you're just leaving Bards Gate... But that was just to set some flavour. I'll narrate your journey to the Camp where the campaign will begin.

Phantom Chariot is UC so that is a no go... No UM or UC for spells.


Ah Ok I see now you said archetypes and feats not necessarily spells. Less of a headache really and I was staying away from the new gimicky ones anyway. Think that just drops 1 or 2 low level spells from my book.

... Although it kills the dream of dwarf punting....


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

"Nobody tosses a dwarf!" ;)

Sovereign Court

Deevor- I'll try and let you know but potentially, I could come along on Saturday.


Your Humble Narrator

So...

Deevor- Character unconfirmed.

Aron- Character complete.

Dan E- Character complete.

Okoya- Character complete.

Talomyr- Character completeish.

Max- Haven't heard from for a week.

Please ensure you think you will have time for this campaign, because I want to set a good momentum from the get go.

Group "theme"- Troubleshooters from the church of Muir and Thyr with associates/friends?


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I am good with that group "theme".

Durin wants to start smashing things. :)


Yep for me clearly but can we hear from Aron, Deevor and Max on that? The former two look neutral and may not be so good for them.


Of interest in the Advanced Race Guide, this Tengu uses 2 alternate racial traits and an interesting feat ...

Glide(DC15 fly to avoid fall, can also glide 5ft) and Claw Attack (has two claw attacks instead of swords) traits
Scavenger's Eye feat(appraise +2, if fails is always less than 5).

Let me know if these aren't to your liking.

Zanzu Kakrak, Tengu Rogue(cut purse):

Zanzu Kakrak
Male Tengu Rogue (Cutpurse) 7
CN Medium Humanoid (tengu)
Init +10; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 52 (7d8+14)
Fort +3, Ref +9, Will +4
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Tengu) +11 (1d3+3/x2) and
Claw x2 (Claw Attack) +11 x2 (1d3+3/x2) and
Unarmed strike +11 (1d3+3/x2)
Ranged Light crossbow +9 (1d8/19-20/x2)
Special Attacks sneak attack +4d6, stab and grab
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 16, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 20
Feats Blind-Fight, Improved Initiative, Improved Unarmed Strike (Claw Attack), Scavenger's Eye, Weapon Finesse
Traits Fast-Talker, Reactionary
Skills Acrobatics +13, Appraise +13, Bluff +8, Climb +6, Disable Device +14, Escape Artist +12, Fly +11, Knowledge (dungeoneering) +7, Knowledge (local) +9, Perception +14, Profession (cook) +6, Sense Motive +8, Sleight of Hand +14, Stealth +16, Survival +3, Swim +6, Use Magic Device +8 Modifiers measure the mark
Languages Abyssal, Giant, Goblin, Tengu, Tien
SQ glide, rogue talents (bleeding attack +4, rogue crawl, trap spotter)
Combat Gear Caltrops (3), Smokestick (2); Other Gear Light crossbow, Amulet of mighty fists +2, Backpack (20 @ 46 lbs), Crowbar, Grappling hook, Marbles, Marbles, Marbles, Marbles, Marbles, Rope, Sack (empty), Sack (empty), Thieves' tools, Trail rations (5), Waterskin (2), 23356 GP, 3 SP
--------------------
TRACKED RESOURCES
--------------------
Smokestick - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Glide DC15 Fly check to fall safely
Improved Unarmed Strike (Claw Attack) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Rogue Crawl (Ex) Can move at 1/2 speed provoking AoO and can 5 ft step while prone.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Stab and Grab (Ex) Full rd action, make sneak attack, if hit gain free attempt to steal item and foe takes -5 to notice.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

Will add items and things later, but he's got +2 Amulet of Mighty Fists to make his claws magical weapons. He'll also get a Handy Haversack and Bag of Holding for his other stuff ... then I'll see what's left ... but will include mithral chain shirt I think .. once I've checked.


I'm here! Apologies for holding things up. Been struggling with several character concepts to no avail. Finally settled on a Half-Orc Battle Oracle - worshipper of Muir, so good with the proposed group theme.

Thanks for your patience!


Your Humble Narrator

Tengu looks fine deevor, though I'd still recommend against trap spotter until you've had a few levels to get a feel for the campaign. You might have AC troubles so consider Offensive Defence; one of the best rogue talents, IMO. In addition, I'd consider making the amulet of mighty fists +1 agile.

In addition, you should be proficient with your natural weapons already- no need for improved unarmed strike.


Dan E wrote:
Yep for me clearly but can we hear from Aron, Deevor and Max on that? The former two look neutral and may not be so good for them.

Got no issue here. Lawful Neutral due to the character being a Noble so will be Lawful (should be interesting, but as this is online it'll be easier to think on actions than act on impulse) and neutral as he has no qualms with good or evil, just whatever gets him to his goal will be the best.


DM Alexander Kilcoyne wrote:

Tengu looks fine deevor, though I'd still recommend against trap spotter until you've had a few levels to get a feel for the campaign. You might have AC troubles so consider Offensive Defence; one of the best rogue talents, IMO. In addition, I'd consider making the amulet of mighty fists +1 agile.

In addition, you should be proficient with your natural weapons already- no need for improved unarmed strike.

As Zanzu has lost his trap spotting ability from rogue, as part of the archtype cutpurse, I'll change the trap spotter rogue talent ..

The improved unarmed strike comes with the alternate racial trait.

I'll take a look at the +1 agile idea and get back on that quite soon.

I'll also set up a character alias too...


OK, Zanzu is almost complete, however I broke the build rules with the +2 Amulet of Mighty Fists, so I shall take that down to a +1 and see what else I can do with the rest. All his talents, traits and feats are described in the

I didn't fine the agile property for the amulet, so I'll leave that alone as it would likely take it over the spend limit on a single item.

If Lord Vincent wants to go the arcane trickster route and take a level of rogue, that would be good as Zanzu can't do magical traps.

I just need one ruling, re the rogue talent Combat Swipe, which gives a rogue the Combat Steal feat.
Combat Swipe: A rogue who selects this talent gains Improved Steal as a bonus feat.
The feat prereqs Combat Expertise in the feat tree, so does a bonus feat require Zanzu to have the prereq feat. Herolab doesn't enforce the prereq, just wanted to check all is above board and OK for using Combat Steal, from Combat Swipe rogue trait.

Might try my luck with a ring of the ram ... seems an interesting little item. Any comments welcome.


Agile weapon quality


Talomyr wrote:
Agile weapon quality

Thanks Talomyr .. it will still make it too expensive I think, I'll stick with the +1.


Your Humble Narrator

Bonus Feat's don't need pre-requisites.


Here's most of Khun-duhn, Half-Orc Battle Oracle with the Wolfscarred Face Curse. Still need to purchase equipment.


Deevor wrote:

Might try my luck with a ring of the ram ... seems an interesting little item. Any comments welcome.

Its an interesting one and provides some flexibility. I should be providing pits and tentacles and things for you to knock someone into. On the downside it doesn't scale and targets cmd which on monsters at least scales up severely after CR 8 or so. Thus its best on humanoid enemies without good bab and will eventually be not useful. But hey its not that expensive so give it a go if you feel like it.

Second offensive defence if you feel you can squeeze it in. Its just so good and a +4 dodge bonus to boot.

I'm liking the final group a lot. 4 characters at 18+ strength says badass soldiers to me :)

From my side I'm really struggling with my last feat, the bonus 5th level one (thus crafting, metamagic or discoveries only). I would have taken craft woundrous item or wand but crafting is out and most of the metamagics I'd rather have a rod for (Im going to end up buying a lot of rods). I went Dazing Spell but dazing fireball is a 6th level slot and that will be a very long time away. Vaguely thinking about taking the trait magic lineage acid arrow and using dazing with that for a 4th level slot. Any other suggestions?


Yes I can see that Offensive Defensive rogue trait is excellent, I do feel that the ability to use steal is more in line with the thieving little bird man. However if he still lives, it'll be the next trait to get, probably. In some ways I'm hoping that Kakrak will be away before the enemy can strike, hanging around isn't his idea of fun, hence the Fast Getaway trait and Bleed is always good.

If you are conjuring things, perhaps extend spell might be handy, or if your spells deal damage merciful spell might be useful. Sickened is a much better disadvantage to the target, although the save may be easier as its fortitude. If you get a lot of rods, then I'd say go with merciful as it doesn't require you to loose a higher slot.

Always good for the wizard to be protected by lots of badass soldiers ... ;)


Your Humble Narrator

Ok. I would consider taking an Agile amulet of mighty fists (it doesn't need to be +1 first). Also bear in mind the amulet is limited to +5 worth of bonuses so I'd consider relying in your magic fang casting wolffaced buddy to give you your +'s, while putting good abilities on the amulet.

I'd strongly consider extend spell Dan.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6
Dan E wrote:
But hey its not that expensive so give it a go if you feel like it.

8600 gp (or over 1/3 of his starting wealth) isn't expensive? :)


Your Humble Narrator

Oh one thing that may or may not be relevant, I tend to ban Persistent Spell by default. Thought I'd make that clear :)


Can we purchase wands that are not fully charged (i.e., have less than 50 spells)?


Your Humble Narrator

I'm a little dubious about that in normal play so I think ill err on the side of GM caution here and say no.


You havent looked at my equipment then I started with a lesser rod. I can hardly complain i ban it myself but thought you were ok with it. Assuming its out ill need to rethink things.


Durin Stonehammer wrote:
Dan E wrote:
But hey its not that expensive so give it a go if you feel like it.
8600 gp (or over 1/3 of his starting wealth) isn't expensive? :)

Well in the grand scheme of things... hey i was being encouraging.


Your Humble Narrator

I think I must have noticed it which is why I had it on my mind. No other house rules I can think of.


No problem.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I added the "Vital Guard" special ability to Durin's breastplate. It is out of the Faction Guide. Is that ok?
(I had to drop/downgrade some potions to afford it.)

Vital Guard: A truly well-designed armor reinforces its defense in the most vulnerable locations. Whenever an opponent scores a critical threat against the wearer, treat the wearer’s armor bonus as +2 higher than normal for the confirmation roll.
Cost: +500 gp; Weight: +15 lbs.

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