DaWay's The Harrowing (Inactive)

Game Master DaWay


Lantern Lodge

Looking for 4 players to play in the module The Harrowing. There is one person who will be joining in to bring the total to five.

Characters should be 9th level
20 pt buy
2 traits
alignments that are restricted are CE and NE
all classes are allowed
I am open as far as race goes as long as it is a "0" level race. by that I mean humans, kitsune, aasimar, fletchlings, whatever. If it has a stat block in the bestiary's for characters it is okay with me
The only 3rd party material i am allowing is the Psionics Unleashed by Dreamscarred press.

As a DM I am more about the development and the characters than kewl powers. That being said I am not a fan of power gamers and optimizers. I just want to be a part of a good story.

That being said I look forward to seeing the applications.
I'll leave the recruitment open until Friday, January 27th.

Sovereign Court

Dot. Concept is "destined" sorcerer/harrower, seems appropriate?

Lantern Lodge

appropriate enough. a horrower in the harrowing.

oh yeah, I forgot to mention. I am expecting one post a day on weekdays. weekends well there's something about icing and cake involved.

Sovereign Court

Lol. I can post every day, and several days throughout the day.


I would enjoy going through this module as either;

  • A barbarian trying to adapt principles of steel and brawn to a world of magic and illusion
    OR
  • A dark disturbed willard who is tormented by using the "wrong" means to accomplish the "right" goals.

    Please let me know if either of those is of interest to you game.

  • Lantern Lodge

    Either one works for me.

    Sovereign Court

    Gotta love them Willards.

    Lantern Lodge

    Either one works for me. Though more inclined to the barbarian


    DaWay wrote:
    Either one works for me. Though more inclined to the barbarian

    Me too! I'll start creating stats etc. and post for your approval.


    Here's a rough draft. I used average gold and HP's per level.

    He's of Mwangi decent.
    Tall, dark tan skin. Raised around and studied "civilized" life, but rejects it as false.
    Battle ax is weapon of choice.
    A mash-up of Tarzan and Kull with a bit of Conan rage for good measure. Not a dumb kill-it-all barbarian, but you still don't want to get on the wrong side of his ax!

    Ro'an:
    RO'AM CR 8
    Male Human (mwangi) Barbarian 9
    CN Medium Humanoid (Human)
    Init +2; Senses Perception +13
    --------------------
    DEFENSE
    --------------------
    AC 19, touch 13, flat-footed 16. . (+6 armor, +2 Dex, +1 dodge)
    hp 90 (9d12+18)
    Fort +8, Ref +5, Will +4
    Defensive Abilities Improved Uncanny Dodge (Lv >=13), Trap Sense +3; DR 1/—
    --------------------
    OFFENSE
    --------------------
    Spd 40 ft.
    Melee (L) +3 Adamantine Battleaxe +14/+9 (2d6+9/20/x3) and
    . . Axe, Throwing +13/+8 (1d6+4/20/x2) and
    . . Battleaxe +13/+8 (1d8+4/20/x3) and
    . . (L) Battleaxe +11/+6 (2d6+6/20/x3) and
    . . Unarmed Strike +13/+8 (1d3+4/20/x2)
    Special Attacks Low-Light Vision
    --------------------
    STATISTICS
    --------------------
    Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10
    Base Atk +9; CMB +13; CMD 26
    Feats Acrobatic, Athletic, Combat Reflexes (3 AoO/round), Defensive Combat Training, Dodge
    Traits Anatomist, Iron Liver
    Skills Acrobatics +15, Climb +17, Escape Artist +1, Fly +3, Heal +5, Intimidate +9, Knowledge (Nature) +8, Perception +13, Ride +9, Stealth +9, Swim +13
    Languages Common, Dwarven, Hallit
    SQ Clear Mind (1/rage) (Ex), Fast Movement +10 (Ex), Ground Breaker (5 ft. radius) (1/rage) (DC 15) (Ex), Rage (22 rounds/day) (Ex), Strength Surge +9 (1/rage) (Ex)
    Combat Gear +2 Chain Shirt, +3 Adamantine Battleaxe, Axe, Throwing, Battleaxe, Battleaxe; Other Gear Bracers of Armor, +4
    --------------------
    SPECIAL ABILITIES
    --------------------
    Anatomist +1 to confirm critical hits.
    Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
    Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
    Damage Reduction (1/-) You have Damage Reduction against all attacks.
    Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
    Ground Breaker (5 ft. radius) (1/rage) (DC 15) (Ex) 1/rage, make surrounding area difficult and attempt to knock down adjacent creatures.
    Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
    Low-Light Vision (Ex) While raging, you gain low-light vision.
    Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
    Strength Surge +9 (1/rage) (Ex) Once per rage, add +9 to a STR check, CMB or CMD.
    Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.

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    Here's my completed character, sans backstory, as I know little to none about the actual module.

    Sovereign Court

    Iron-Dice wrote:
    Defensive Combat Training

    He has a full base attack bonus progression, this feat has no mechanic effect. Are you planning to multiclass?

    Lantern Lodge

    Enaris wrote:
    Iron-Dice wrote:
    Defensive Combat Training
    He has a full base attack bonus progression, this feat has no mechanic effect. Are you planning to multiclass?

    is true.


    Dotting as this character. Just to make sure, a couple of points:

    • Is lamashtu/norgorber okay as diety? Will be rejecting Evil aspects of diety, but madness is a must.
    • I'm looking to use Dark Tapestry from Ultimate Magic. Will this be okay?
    • I was wondering if "Craft Wondrous Items" would reduce the price of the wondrous items I purchase as part of character creation, and by what margin.
    • I was hoping to semi-customize both a magic hat as well as a modified Robe of Useful Items, which would have a specific list of items included.

    Backstory and crunch to come soon. Any points I should keep in mind during creation?

    Edit: some HTML changes.

    Lantern Lodge

    Those deities aren't my preference but remember the only evil alignment I'm allowing is lawful. Also for madness, Zon-kuthon works well especially with the dark tapestry IMHO.
    I would reduce it to the price for creating listed in the books but remember you probably won't have time to craft in the mod.
    a hat of useful items is fine with me.

    Lantern Lodge

    I want some backstory not because it's important and long arcing since this is a mod a just want a sample of your writing style.

    Scarab Sages

    Gee, I seem to like apping for you, DaWay.

    Anyway, I have a Half-Elf Bard(Arcane Duelist) concept. I might add in some Transmutation Wizard for some more buffing.

    I'll work on it later today. Alas, my morning is full with housework!


    I'm willing to work Zon-Kuthon... & backstory is finished.

    http://paizo.com/people/ShaanTheHatterShialehni/profile


    My backstory is, as well, finished.
    Hat of useful items! I love it.


    Okay. Here is the Half-Elf Bard/Sorc writeup.

    Comments wanted by one and all!

    Lantern Lodge

    wow we are getting heavy on the arcane, But that's cool with me

    Sovereign Court

    a)The bard sorcerer is going to be vastly underpowered in spell power.
    b) Why did you start with almost straight 12s? just curious.
    c) my submission is a destined sorcerer, you may consider submitting your backup character transmuter, as our luck bonuses will not stack.

    Lantern Lodge

    Enaris, I understand you are trying to help but please if they like their character like that don't suggest them playing a different character. They obviously want to explore a concept and I stated that I don't want power gamers or optimizers. Besides you will handle arcane, they can buff. Two completely different areas. I appreciate you're looking out for the balance of the game but please, that is my job.

    Sovereign Court

    Sorry about that, Da Way, didn't mean to step on any toes. I should clarify I am in no way discouraging playing a character or role you fully want to explore, I'm just leery of duplicate roles- to a fault.

    Lantern Lodge

    Like I said I appreciate it I usually adapt mods to fit the characters anyways. Something 20 years of rpgs has taught me. I just want everyone to enjoy.

    Lantern Lodge

    ok, character list goes like this, once again, if your name is in CAPS I consider your application complete.

    RO'AN, Human Barbarian by Iron-Dice
    MARIL DESSIN, Half-elf Sorcerer/Harrower by Enaris
    SHA'AN "THE HATTER" SHIALEHNI, Gnome Oracle by Shadowrucker
    ARINIAR DELIAN, Half-elf Bard/Sorcerer by chibiamy


    Ok I'm going to bring in a Dwarf Qinggong Monk. Will have build up soon.


    Here is Durrok Flametongue, Dwarven Qinggong Monk. Have not done equipment yet.

    Durrok Flametongue:
    DURROK FLAMETONGUE CR 8
    Male Dwarf Monk (Qinggong Monk) 9
    LN Medium Humanoid (Dwarf)
    Init +2; Senses Darkvision (60 feet); Perception +17
    --------------------
    DEFENSE
    --------------------
    AC 20, touch 20, flat-footed 17. . (+2 Dex, +1 dodge)
    hp 66 (9d8+18)
    Fort +8, Ref +8, Will +11
    Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune disease
    --------------------
    OFFENSE
    --------------------
    Spd 50 ft.
    Melee Unarmed Strike +7/+2 (1d10+1/20/x2)
    Special Attacks Flurry of Blows +7/+7/+2/+2, Ki Strike, Magic
    Spell-Like Abilities Barkskin (self only, 1 Ki), Dragon's Breath (2 Ki), Gaseous Form (self only, 1 Ki)
    --------------------
    STATISTICS
    --------------------
    Str 10, Dex 14, Con 14, Int 12, Wis 20, Cha 8
    Base Atk +6; CMB +9 (+11 Disarming); CMD 26 (28 vs. Disarm)
    Feats Combat Reflexes (3 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dodge, Extra Ki, Extra Ki, Improved Disarm, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (9/day) (DC 19)
    Skills Acrobatics +14, Climb +8, Escape Artist +14, Knowledge (History) +5, Knowledge (Religion) +5, Perception +17, Ride +6, Sense Motive +17, Stealth +14, Swim +4
    Languages Common, Dwarven, Elven
    SQ AC Bonus +7, Fast Movement (+30'), Greed, Hardy +2, Hatred, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10)
    Other Gear Guided Amulet of Mighty Fists +1
    --------------------
    SPECIAL ABILITIES
    --------------------
    AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
    Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
    Crane Riposte When you deflect an attack, you may make an attack of opportunity
    Crane Style Take -2 penalty when fighting defensively
    Crane Wing May deflect one attack per round while fighting defensively or using total defense
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
    Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
    Flurry of Blows +7/+7/+2/+2 (Ex) Make Flurry of Blows attack as a full action.
    Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
    Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
    Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
    Immunity to Disease You are immune to diseases.
    Improved Disarm Disarm at +2, without an attack of opportunity.
    Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
    Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
    Maneuver Training (Ex) CMB = other BABs + Monk level
    Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
    Slow and Steady Your base speed is never modified by encumbrance.
    Stability +4 to avoid being bull rushed or tripped while standing.
    Still Mind (Ex) +2 to saves against enchantment spells and effects.
    Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
    Stunning Fist (9/day) (DC 19) You can stun an opponent with an unarmed attack.
    Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
    Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.


    Enaris wrote:

    a)The bard sorcerer is going to be vastly underpowered in spell power.

    b) Why did you start with almost straight 12s? just curious.
    c) my submission is a destined sorcerer, you may consider submitting your backup character transmuter, as our luck bonuses will not stack.
    DaWay wrote:


    Enaris, I understand you are trying to help but please if they like their character like that don't suggest them playing a different character. They obviously want to explore a concept and I stated that I don't want power gamers or optimizers. Besides you will handle arcane, they can buff. Two completely different areas. I appreciate you're looking out for the balance of the game but please, that is my job.

    First, DaWay, it's cool. Thank you for stepping in just in case, however.

    Now, Enaris...
    1) Ehn. *shrug* I'm a role-player rather than roll-player. I have done min-maxed before, and blown away combat. But social interactions and the character themselves were shallow, at best.

    2) A bard is a do-it all character as it is. And with Ariania's background of extensive travel and curiosity, it seemed appropriate.

    3) Honestly, I didn't look at your character. I didn't know yours was 'Destined'. Honestly, I looked for the best buffer combination. And while I was eying a Foreteller Divination specialist ... I decided to do one min-max thing - stick with a pair of classes that used a single stat. Thus, Sorc. And Destined (though I looked at Marid and Elemental bloodlines) was the most 'buff-friendly' of the sorc bloodlines. Thus I picked it.

    I truly see Ari as the party buffer/self-buffer dance in combat when needed character. But also, as a bard, the party's 'face'/social hound.

    It is a chance to pick role-play over roll-play. Just a different style of gaming. It is, in no way, meant as a slight to you or your character. I'm sure they're gonna be awesome, honestly.


    So, after realizing I probably SHOULD look over other submitted characters, I got to Sha'an 'The Hatter'.

    *giggles*

    Zon-Kuthon, eh?

    *gleeful laugh*

    Oh, our chars are gonna be in a cold war. AWESOME!

    Sovereign Court

    I think he's too far gone to even realize he's in a cold war...

    Lantern Lodge

    Not true remember that shelyn is the only good deity Zon-kuthon tolerates and will have frequent talks with. Because she hopes o reach dou-bral. Even their clergy do not clash because both sides know they are family.

    I have researched this heavily. It is actually what my homebrew campaigns overarching plot involves. It is the reason I am running these games. To gear up for that on these boards.

    Any questions about this relationship feel free to ask.

    Sizemore I can't wait to finish writing that plot. Zon-kuthon/dou-bral as a Janas type god, pulpy goodness, Cthulhu influence, and a dash of space opera.


    Enaris wrote:
    Iron-Dice wrote:
    Defensive Combat Training
    He has a full base attack bonus progression, this feat has no mechanic effect. Are you planning to multiclass?

    Thanks for the observation Enaris. I traded out defensive combat training for quick draw. One can never get their weapons out fast enough!

    I'm also working on a nice little backstory to round him off.


    Oooo, interesting. I thought they were in a 'cold war' ... I don't know WHY. Reading back over it ... there is no reason to think that.

    Ooooh, this could be fun. Yes.. *steeple fingers* Excellent.


    Durrok Flametongue with gear.

    Durrok Flametongue:
    DURROK FLAMETONGUE CR 8
    Male Dwarf Monk (Qinggong Monk) 9
    LN Medium Humanoid (Dwarf)
    Init +2; Senses Darkvision (60 feet); Perception +19
    --------------------
    DEFENSE
    --------------------
    AC 26, touch 26, flat-footed 22. . (+2 Dex, +2 deflection, +2 dodge)
    hp 66 (9d8+18)
    Fort +8, Ref +8, Will +13
    Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune disease
    --------------------
    OFFENSE
    --------------------
    Spd 50 ft.
    Melee Unarmed Strike +13/+8 (2d6+7/20/x2)
    Special Attacks Flurry of Blows +13/+13/+8/+8, Ki Strike, Magic
    Spell-Like Abilities Barkskin (self only, 1 Ki), Dragon's Breath (2 Ki), Gaseous Form (self only, 1 Ki)
    --------------------
    STATISTICS
    --------------------
    Str 10, Dex 14, Con 14, Int 12, Wis 20/24, Cha 8
    Base Atk +6; CMB +9 (+11 Disarming); CMD 32 (34 vs. Disarm)
    Feats Combat Reflexes (3 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dodge, Extra Ki, Extra Ki, Improved Disarm, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (10/day) (DC 21)
    Traits Clearheaded, Glory of Old
    Skills Acrobatics +14, Climb +8, Escape Artist +14, Knowledge (History) +5, Knowledge (Religion) +5, Perception +19, Ride +6, Sense Motive +19, Stealth +14, Swim +4
    Languages Common, Dwarven, Elven
    SQ AC Bonus +10, Fast Movement (+30'), Greed, Hardy +2, Hatred, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (2d6)
    Other Gear Bedroll, Blanket, winter, Flint and steel, Guided Amulet of Mighty Fists, Handy Haversack (11 @ 17 lbs), Headband of Inspired Wisdom, +4, Potion of Cure Moderate Wounds, Potion of Haste, Potion of Invisibility, Potion of Protection From Evil (2), Potion of Remove Fear, Potion of Spider Climb, Pouch, belt (1 @ 0 lbs), Ring of Protection, +2, Robe, Monk's, Rope, silk (50 ft.), Waterskin
    --------------------
    SPECIAL ABILITIES
    --------------------
    AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
    Clearheaded You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff
    and Disguise skills and a +1 trait bonus on saving throws
    against illusion effects.
    Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
    Crane Riposte When you deflect an attack, you may make an attack of opportunity
    Crane Style Take -2 penalty when fighting defensively
    Crane Wing May deflect one attack per round while fighting defensively or using total defense
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
    Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
    Flurry of Blows +7/+7/+2/+2 (Ex) Make Flurry of Blows attack as a full action.
    Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
    Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
    Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
    Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
    Immunity to Disease You are immune to diseases.
    Improved Disarm Disarm at +2, without an attack of opportunity.
    Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
    Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
    Maneuver Training (Ex) CMB = other BABs + Monk level
    Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
    Slow and Steady Your base speed is never modified by encumbrance.
    Stability +4 to avoid being bull rushed or tripped while standing.
    Still Mind (Ex) +2 to saves against enchantment spells and effects.
    Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
    Stunning Fist (10/day) (DC 21) You can stun an opponent with an unarmed attack.
    Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
    Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.

    Lantern Lodge

    Okay, I am closing this one early as it seems no one else is going to apply. So lets introduce the party.

    First up is the bruiser Ro'an, a Mwangi Human Barbarian sporting some pretty hefty axes.
    Second we have the Harrower of mixed descent, Maril Dessin.
    Next is the mad gnomish Kuthonite, Sha'an Shialehni
    Then the lovely Qadiran Ariniar Delian
    And rounding out the party is the Dwarven Master Monk Durrok Flametongue.

    Now get over to those discussion boards while I figure out how to bring you guys all together.


    May I get a link to the discussion thread. I cannot, for some reason, find it on my own. I FAIL!


    It should appear as a tab at the very top of this thread. See you there.

    Lantern Lodge

    discussion
    http://paizo.com/campaigns/DaWaysTheHarrowing/discussion&page=last

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