DM Mathpro's advanced Rise of the Runelords campaign (Inactive)

Game Master mathpro18


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This game is going to be a very special game in that I am not going to be starting at the beginning of the AP. We will be jumping into the start of book 4. Thats right we're skipping the first 3 books completely. I am going to provide my players with the needed information to fill in the important story line details and we will be assuming the party that is picked has been working together since the Swallow Tail festival and has grown into a very tight knit group by now. Pulling this off is going to require EXCELLENT role playing skill. I am going to be looking for players to interweave their stories with the other players and to discuss with others how you've dealt with certain things.

I am not requiring that the people who apply here have previous knowledge of the AP but those who have played the first 3 books before will not be turned away because there is no chance of meta gaming because we're skipping that material. We will discuss in greater detail how the party made it through the first 3 books and what strings of connection we want to have after we get players picked.

Anyone interested please comment below. Any comments/concerns are also encouraged to be either posted below or you can PM me. I will be on from 10:00-4:00 CST to answer any questions. Please see the spoiler below for character creation guidelines.

Character creation guidelines:

*Books: All Paizo hardcovers are allowed for feats, spells, magic items except the Occult book. If you want to use other paizo materials(softcovers) ask first but you will more than likely get approved.

*NO third party publishing sources allowed

*Races: All standard races are allowed but that is it.

*Characters should be 11th level.

*You will have 82,000gp to spend. No more than 50% should be spent on a single item. Please keep magic items to those found in hardcovers only. Please try to limit yourselves to 5 wondrous items or less. No such restrictions on potions, rings, rods, wands, or magic weapons exist.

*Two traits will be chosen, one of which must be from the players guide. Drawbacks can be taken but I will take advantage of them.

*Hit points: Roll your hit points as well /level on the boards. If you roll below your average HP for a level you can take average(half your hit dice round up).

*Stat generation will be 25 point buy

*All dice rolls should be done in spoilers as to not clutter up the thread.


Hey DM, Wren played through about the first book and a half in a prior life. I'm currently playing in another RotR game that is in the second book as well. I've never got to play the third book and above, and I'd love to level Wren to 11th and give it a go.

I've got a backstory linked to her profile that I created in her prior adventure.

Should I level her now, or wait until if I were selected? If you have any issues or questions, please let me know, and I'll be happy to edit, explain or correct whatever.

Thanks for your consideration.

HP rolls:

Spoiler:

2nd level 1d6 ⇒ 1
2nd level 1d6 ⇒ 6
2nd level 1d6 ⇒ 3
2nd level 1d6 ⇒ 2
2nd level 1d6 ⇒ 2
2nd level 1d6 ⇒ 6
2nd level 1d6 ⇒ 5
2nd level 1d6 ⇒ 4
2nd level 1d6 ⇒ 3
2nd level 1d6 ⇒ 4

So, rounding up on those less than three, Wren should have 46 HP, not counting Con bonus, favored class bonuses, or Toughness feats.


Wren for those HP rolls under your d6 you can replace them with a 4. And please level them up or at least give an outline of abilities and such.


DM:

Spoiler:
Starting to level her now. I'll add the HP. Thanks for the quick reply.


Dotting for now, building a level 11 character from nothing ain't easy!


I understand that Emissary which is why I'm going to be keeping this open until Wednesday the 27th unless I get a ton of interest then I'll push it back.


Two questions for the handsomest of the most handsomes DMs:

1) How do you feel about Prestige Classes?

2) And about the samurai? Especially the Sword Saint samurai.

Why do I ask, you may think. I love melée types, but I'd rather not focus exclusively on fighting. So I thought about some kind of eldritch knight, but instead of picking magus and shocking grasp everything to ashes I may be trying a fighter/wizard or fighter/witch or something like that so I can be a capable fighter but with added utility.

The second question is because I love me some highly resilient melee brutes!


Emissary:

1)I feel they don't get used enough honestly. I will allow any Paizo published prestige class including the 10 published in the soft cover prestige class book that came out a few years ago(can't remember the name of it off the top of my head).

2) I am fine with the sword saint samurai.

I can't remember for sure but I think there might be a fighter/caster mix class in advanced class guide. I don't have it with me at work right now so I can't look it up for sure but instinct is trying to tell me there is.


I am guessing that you are thinking of the Blood Rager, but Warpriest could also work. As well as Shaman with the right spirit(s).


In ACG there's the bloodrager, mixture of Barbarian and Sorcerer. While it's frontloaded and simple to use (Albeit MAD) I share your opinion of Prestige Classes not being used enough.

It may be because I started playing dnd 3.5 and still play it, but I find that PrCs add a lot of versatility, options and even flavour!

And now that you told me every Prestige Class is allowed I'll check them and run them by you. I don't want to abuse the permission hehe.


The book is called Paths of Prestige, if anyone was wondering to what our wonderful DM is referring.

Dotting for some interest. Possibly Tattooed Sorcerer into the tattooed mystic prc from that very book, with magical knack so I don't lose caster level on top of spells/day and spells known. Summoning magic that literally jumps off of my skin :)

We doing background skills? I'd like to put some stuff in a performance skill but sorcerers don't have a ton of points to throw around.


I played through the first book once before. Then we wiped, didn't get to do the rest.


Thanks Josh.Ingle


2 questions: Can we pregame-craft? And can we use the magic item design rules to convert existing items into tattoo form by using Inscribe Magic Tattoo? It's a lot more expensive, but it also doesn't occupy slots RAW, basically doubling the available wondrous item slots. I'd be willing to accept a houserule that magic tats take up the appropriate slot and the highest CL between a physical item and a tattoo takes precedence, because the whole not taking up the slots thing reeks of cheese. I just want my wondrous items to be awesome tattoos.

EDIT: Another, slightly related question. Since crafting reduces the cost of mundane items too, can my Holy Symbol Tattoo be inked in something other than black for the normal price since I can make the things myself, even if you decide to kibosh crafting? I feel like a black tattoo for a Varisian Desna worshiper is almost blasphemous.


DM, I have everything except updated shopping for magic items done. We are due to be snowed in this weekend, so I'll get that part updated and get the sheet cleaned up then. Any questions, let me know.


Josh.Ingle wrote:

2 questions: Can we pregame-craft? And can we use the magic item design rules to convert existing items into tattoo form by using Inscribe Magic Tattoo? It's a lot more expensive, but it also doesn't occupy slots RAW, basically doubling the available wondrous item slots. I'd be willing to accept a houserule that magic tats take up the appropriate slot and the highest CL between a physical item and a tattoo takes precedence, because the whole not taking up the slots thing reeks of cheese. I just want my wondrous items to be awesome tattoos.

EDIT: Another, slightly related question. Since crafting reduces the cost of mundane items too, can my Holy Symbol Tattoo be inked in something other than black for the normal price since I can make the things myself, even if you decide to kibosh crafting? I feel like a black tattoo for a Varisian Desna worshiper is almost blasphemous.

Yes you guys can pregame craft and I'd be willing to use the magic item design rules to convert existing items into tatoo form for you. And yes you can have a different colored holy symbol tatoo.


Alright. Zarion Draseit, Varisian tattoo artist and conjurer, AKA "Beastskin Draseit", is approaching something resembling completion. Just got to finish up with the crunch, which is mainly calculations.

Spoiler:

Lv2 HP: 1d6 ⇒ 3
Lv3 HP: 1d6 ⇒ 4
Lv4 HP: 1d6 ⇒ 2
Lv5 HP: 1d6 ⇒ 6
Lv6 HP: 1d6 ⇒ 1
Lv7 HP: 1d6 ⇒ 1
Lv8 HP: 1d6 ⇒ 3
Lv9 HP: 1d6 ⇒ 6
Lv10 HP: 1d6 ⇒ 5
Lv11 HP: 1d6 ⇒ 5

Total of 47HP from hit dice, not counting Constitution.

RPG Superstar Season 9 Top 32

Interested. Since we seem to be focusing on prestige classes in this thread, I'll be making an arcane archer.


Looking at all these arcane somethings, sorcerers and wizards I may change my idea to a character that can be your lovely muscle and/or healer, or I can try and build a tanky Eldritch Knight, who knows.

I will come with 2-3 concepts and post them later so we can discuss them, because if we are a team I'd like to count on you for this!

RPG Superstar Season 9 Top 32

Spoiler:

HP: 8d6 + 2d10 + 18 ⇒ (6, 6, 3, 4, 3, 3, 5, 3) + (4, 6) + 18 = 61

Edited as I think I found the answer to my question


flykiller wrote:

** spoiler omitted **

Edited as I think I found the answer to my question

I had to think about it for a bit but yes I think I will allow those two to stack.


Level 11 is particularly a sweet spot for my Arcane half-orc (maybe urban) Bloodrager idea - I may be throwing my hat in the ring with him. I should have time to ponder his crunch later today, since I already have a base idea in my head for his fluff.

@EmissaryOfTheNorth: Another 'arcane something' I guess :D

EDIT: Or a Slayer -> Horizon Walker -> Slayer. Hmmmmmmm.

DM Mathpro, any advice on what favored terrains might be useful? Additionally, do you allow the Dimensional Agility feat chain?


Character submissions we have so far:

Arcane
Wren Chavali-Wizard(Evoker) 11
Zarion Draseit-Tattooed Sorcerer 5/Tattooed Mystic 6
Flykiller-Arcane Archer
Albion, The eye-Bloodrager

Divine

Mele

Skillmoneky/Face

Unsure:
EmissaryOfTheNorth

We definitely need a divine presence and some mele support. We also don't have anyone to fill the skill monkey role.


I am most likely going with a definite melee role - whether the Bloodrager, Slayer or Magus :D


Pssh. Melee is for summons. Why hit things when I can get hound archons to do it for me?


Thinking ranger/sorcerer/arcane archer


HP:
1d6 ⇒ 11d6 ⇒ 21d6 ⇒ 41d6 ⇒ 51d10 ⇒ 71d10 ⇒ 91d10 ⇒ 61d10 ⇒ 21d10 ⇒ 21d10 ⇒ 3
so with the up grades 57 hp

character:

Camael
Male dusk elf arcane archer 1/ranger (skirmisher) 6/sorcerer 4 (Pathfinder RPG Advanced Player's Guide 128)
CG Medium humanoid (elf)
Init +11; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 67 (11 HD; 4d6+7d10)
Fort +7, Ref +11, Will +7
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +11/+6 (1d4+2/19-20)
Ranged +1 flaming returning throwing axe +13 (1d6+10 plus 1d6 fire) or
. . oathbow +15/+10 (1d8+11/19-20/×3)
Special Attacks combat style (archery), enhance arrows (magic), favored enemies (aberrations +2, magical beasts +4)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—dream
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—lullaby
Sorcerer Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—frost fall[UC] (DC 15)
. . 1st (7/day)—burning hands (DC 14), color spray (DC 14), sleep (DC 15), true strike
. . 0 (at will)—dancing lights, daze (DC 13), detect magic, ghost sound (DC 13), penumbra[UM], read magic
. . Bloodline Dreamspun
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 12, Wis 13, Cha 16
Base Atk +9; CMB +11; CMD 25
Feats Arcane Armor Training, Deadly Aim, Endurance, Eschew Materials, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Silent Spell, Weapon Focus (longbow)
Traits monster hunter, regional recluse: arsmeril or crying leaf, warrior of old
Skills Appraise +6, Climb +11, Craft (bows) +5, Handle Animal +7, Heal +6, Intimidate +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Perception +16, Sense Motive +9, Spellcraft +10, Stealth +18, Survival +11, Swim +6, Use Magic Device +11; Racial Modifiers +2 Perception, silent hunter
Languages Common, Draconic, Elven
SQ arcane focus, dreamspeaker, elf ranger, favored terrain (forest +2), hunter's bond (companions), hunter's trick (hunter's trick [defensive bow stance]), hunter's tricks, nightmare boots (smoking), nightmareboots (ignition), oppressive expectations, track +3, wild empathy +9
Combat Gear +1 arrows (50), nightmare boots[UE], potion of cure light wounds, potion of cure moderate wounds, potion of delay poison; Other Gear +2 shadow mithral chain shirt, +1 flaming returning throwing axe, oathbow (+2 Str), dagger, bracers of falcon's aim[UE], ring of spell knowledge i[UE], ring of spell knowledge ii[UE], treeform cloak[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], trail rations (5), waterskin, 232 gp, 4 sp
--------------------
Special Abilities
--------------------
+2 to critical confirmations (Longbow) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. Favored Enemy (Aberrations) foes.
Favored Enemy (Magical Beasts +4) (Ex) +4 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hunter's Trick (Defensive Bow Stance) (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lullaby (6/day) (Sp) As lullaby but no concentration and penalty is -4.
Nightmare boots (smoking, 3/day) Activate as a swift action to gain concealment until end of turn.
Nightmareboots (ignition, 1/day, DC 13) On melee hit, deal 2d6 fire dam in 5 ft radius (Ref half).
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
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.
Silent Hunter Reduce Stealth penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Silent Spell Cast a spell with no verbal components. +1 Level.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Born in the Kyonin outpost, of Crying Leaf. I was trained to be a warden of the Mierani forest. My clan is tasked with keeping the Drow and other denizens contained, and to keep the other races away from our ruins and our shame.

I was on sentry duty one night, Near Celwynvian. When a Drow raiding party snuck by my position using magic. They made it into the forest where they discovered and killed a unicorn. The sound of battle alerted me to my failure. Swearing my vengeance I slew the leader of the raiding band. Harrying the rest back to their hole in the ground. When i returned to the site of the battle. I buried the unicorn. Keeping only a braid of her mane. I carry it ,as a badge of shame, woven into my hair. I looted my boots and axe from the leaders corpse. I left the rest for the animals to scavenge.

Do to my years of exemplary service. The elders took pity on me. They reassigned me to scouting the human lands. Looking for signs of the Drow, or other aberrations. Coming to the surface from below.

Having heard of a devil in the human settlement of Sandpoint. I had started my investigations there.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Damn. Should have stayed up longer yesterday.

flykiller's arcane archer:

Kresham Gull
Male human (Varisian) arcane archer 2/ranger (guide, dungeon rover, trapper) 1/wizard 8 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +14
Aura elemental manipulation (30 ft.)
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex)
hp 62 (11 HD; 8d6+3d10+8)
Fort +7, Ref +11, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 seeking composite longbow +16/+11 (1d8+5/×3)
Special Attacks enhance arrows (magic), imbue arrow, intense spells (+4 damage), ranger's focus
Spell-Like Abilities (CL 11th; concentration +11)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 9th; concentration +15)
. . 5th—cone of cold (DC 22), fire snake[APG] (DC 22), waves of fatigue
. . 4th—detonate[APG] (DC 22), dragon's breath[APG] (DC 22), obsidian flow[UC] (DC 20), stoneskin
. . 3rd—flame arrow, fly, lightning bolt (DC 20), magic circle against evil, silver darts[ACG] (DC 19)
. . 2nd—arrow eruption[APG], cat's grace, fire breath[APG] (DC 20), flurry of snowballs (DC 19), fox's cunning, mirror image, sonic scream[ACG] (DC 19)
. . 1st—burning hands (DC 18), burning hands (2, DC 18), gravity bow[APG] (3), grease
. . 0 (at will)—light, mage hand, mending, prestidigitation
. . Opposition Schools Divination, Enchantment
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 22, Wis 10, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Alchemical Affinity, Arcane Armor Training, Big Game Hunter, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG], Weapon Focus (longbow)
Traits giant slayer, reactionary
Skills Appraise +10, Climb +6, Disable Device +17, Fly +18, Handle Animal +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +13, Linguistics +10, Perception +14 (+16 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +20, Stealth +10, Survival +4, Swim +6
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan, Thassilonian, Varisian
SQ arcane bond (ring of the swift beast [1/day]), stone scouting, trapfinding +1, vermin affinity, versatile evocation
Combat Gear ring of the swift beast; Other Gear +2 mithral chain shirt, +1 seeking composite longbow (+2 Str), arrows (20), bracers of archery, greater, cloak of resistance +2, headband of vast intelligence +4, ring of protection +2, robe of components[UE], masterwork backpack[APG], 7,150 gp
--------------------
Tracked Resources
--------------------
Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) - 0/1
Arrows - 0/20
Dancing Lights (3/day) - 0/3
Elemental Manipulation (8 rounds/day) (Su) - 0/8
Ranger's Focus +2 (1/day) (Ex) - 0/1
Ring of the swift beast (1/day) - 0/1
Robe of components (50 gp/day) - 0/50
Versatile Evocation (9/day) (Su) - 0/9
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Alchemical Affinity +1 DC and CL to spells that are on both the alchemist and wizard spell lists.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Divination You must spend 2 slots to cast spells from the Divination school.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
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.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Vermin Affinity +1 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Well if that's too many arcane somethings, I used to have an Aldori Swordlord build at lvl 11, but since I can't find it anymore it will take me a couple more days to reproduce it.

Silver Crusade

What races are available please Core, Featured or Uncommon please?


It looks like we will be needing some deux ex machinegun here... what would you all prefer, cleric or paladin? Either would be melee and either would be a good healer (The paladin slightly better, what with 11th level lay on hands with the possibility of hospitaler for extra healing)?


Well, I'll run a divine character then.

Dunno if it'll be a cleric, a druid, or maybe a warpriest. Probably a cleric.

HD: 10d8 ⇒ (6, 1, 7, 7, 2, 3, 7, 2, 2, 1) = 38

Might go ranger instead. It'd be a mouned switch-hitter thing.

10d10 ⇒ (2, 6, 5, 10, 10, 7, 1, 6, 7, 9) = 63


Personally, I love healadins. They're a better aspect of the Pally to me, more of the helping good than hurting evil, and I enjoy seeing Paladins played out as something besides Lawful Stickbutt. That said, I also enjoy LG-CG clashes, "I agree with your principles but your methods are annoying as hell!"


Then I'll create a good healadin, and a not very annoying one (Nobody likes Lawful NoFun), and post it later today.


Big fan of Oradins here ;)


DM Mathpro, any advice on what favored terrains might be useful? Additionally, do you allow the Dimensional Agility feat chain?

Silver Crusade

I was creating an 11th level fighter eldritch guardian/mutation warrior with a silvanshee sage archetype familiar.. but my computer died... it might take me a bit to recreate him.


Yessss. More Silvanshees. I considered a mauler Silvanshee but decided I liked touch spell delivery.


Tharasiph wrote:


What races are available please Core, Featured or Uncommon please?

Common only


Albion, The Eye wrote:
DM Mathpro, any advice on what favored terrains might be useful? Additionally, do you allow the Dimensional Agility feat chain?

Sure you can take the Dimensional Agility feat chain and Mountain, Plain, and Urban(not sure if this is one) would be good favored terrain ideas.


Alright DM, I finally have Wren's sheet done. I left around 5k in cash for various sundries once the group would be selected.

If you have questions, let me know. Thanks.


Ooh, another Varisian dancer, and a spellcaster to boot.

Say, I wonder what the action for dancing is. Might be a cool theatrical scene if we start dancing together while we cast, especially since Conjuration and Evocation are two of the showiest branches of magic.

Silver Crusade RPG Superstar 2014 Top 16

So, when we played this in my home group we wiped during book 4 and then moved on to Kingmaker, so I'm interested.

When we were playing it, I played a Paladin, although it seems someone is doing that, and an Oradin at that. Since I've got one of those going in Iron Gods, I'm not jealous that someone beat me to it.

Looks like Arcane is covered, archery is covered.

What's really needed?


Someone beefy for the frontline, someone to cover the Divine base a little more thoroughly than a pally, someone with trapfinding because if we don't get a rogue our trapfinding is gonna be "throw summoned horses at it".

Silver Crusade RPG Superstar 2014 Top 16

Yep, I'm in for an Inquisitor of Abadar, which nails exactly that I think.

hit points: 10d8 ⇒ (3, 7, 4, 5, 6, 7, 6, 4, 4, 4) = 50

Silver Crusade RPG Superstar 2014 Top 16

So, the characters will have played the first 3 modules together right?

Ok, so most groups establish synergies. Once the party is set, can we finalize, spells, feats, skills, and even items? Overlapping abilities to be avoided in some cases, and intended in others.

I mean if pre game crafting is ok, the crafters can have done it for the whole party.

Just want to know the expectation here.

Silver Crusade RPG Superstar 2014 Top 16

Here's my first run at this. I'll see about getting a background written.

Dwarf Inquisitor Stats:

Runelords
Dwarf inquisitor of Abadar 11 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 28, touch 16, flat-footed 25 (+10 armor, +2 deflection, +3 Dex, +1 luck, +2 natural)
hp 119 (11d8+55)
Fort +11, Ref +6, Will +11; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, stalwart
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dagger +13/+8 (1d4+5/19-20) or
+1 holy heavy pick +13/+8 (1d6+7/19-20/×4 plus 2d6 vs. evil)
Ranged +1 light crossbow +12 (1d8+1/19-20)
Special Attacks bane (11 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 11th; concentration +15)
At will—detect alignment, discern lies (11 rounds/day)
Inquisitor Spells Known (CL 11th; concentration +15)
0 (at will)—detect magic, read magic
Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 14, Wis 18, Cha 5
Base Atk +8; CMB +12; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Big Game Hunter, Cleave, Cleaving Finish[UC], Escape Route[UC], Great Cleave, Improved Critical (heavy pick), Outflank[APG], Power Attack, Stealth Synergy[UC]
Traits giant slayer, glory of old
Skills Acrobatics +0 (-4 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +15, Climb +5, Diplomacy +15, Disguise +1, Intimidate +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +8 (+10 to notice unusual stonework), Ride +4, Sense Motive +15, Spellcraft +6, Stealth +8, Survival +12 (+14 to track vs. humanoids of the Giant subtype), Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ giant hunter, monster lore +4, solo tactics, stern gaze +5, swaying word, track +5
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +4 breastplate, +1 dagger, +1 holy heavy pick, +1 light crossbow, amulet of natural armor +2, belt of physical might +2 (Str, Con), handy haversack, headband of inspired wisdom +2, ring of protection +2, 5,705 gp
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Special Abilities
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Bane (+2 / 2d6, 11 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swaying Word (1/day, DC 19) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Track +5 Add the listed bonus to survival checks made to track.

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Still needs spells. Would likely synergize teamwork feats, and other feats and skills to suit the other members of the party. I mean, we've been adventuring and gaining levels together.


So, I was just flipping through the ACG and found Evolved Summoned Monster. Me like. Me like a lot.


Alright, Zarion is officially 100% done, barring any changes to make for party balance, if they're necessary. I could've used the summoner class for my summoning focused character, but I like tattooed sorcerers and I love the Thassilonian vibe, since we're dealing with Runelords.


hp: 1d10 ⇒ 5
hp: 1d10 ⇒ 1
hp: 1d10 ⇒ 6
hp: 1d10 ⇒ 3
hp: 1d10 ⇒ 10
hp: 1d10 ⇒ 1
hp: 1d10 ⇒ 5
hp: 1d10 ⇒ 9
hp: 1d10 ⇒ 5

hp: 1d10 ⇒ 2

Dice rolls = 67+10 = 77

Hp rolls for Tharasiphs fighter in the alias when fixed will be used.


Zahir ibn Mahmoud ibn Jothan wrote:

Yep, I'm in for an Inquisitor of Abadar, which nails exactly that I think.

[dice=hit points]10d8

Excellent since I read Pirates Promise I've wanted to see an Inquisitor in action.

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