Dead Man Walking! A Way of the Wicked Campaign Phase III (Inactive)

Game Master bwatford

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends. What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only… No. No one has ever escaped from Branderscar Prison. This is where your story ends.


401 to 450 of 450 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

It's a bummer to have to renounce to Paimon and the 20 point buy, but the majority prefer to stay at six, so I'll stick with that.


Male

Ah, well, can't say I'm not disappointed but I'll have Victor ready to stand by as an alternative.

Dark Archive

Hmm... I hadn't even thought of minions. I do like minions. How else am I supposed to build some hideous alchemical abomination Frankenstein golem?


So I guess we are going to leave it as is with six players and two alternates.

So just PM me when you have everything with your character done and I will look over them to confirm.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Well, had a bit more time than I expected to put Felrin together, a first stab at his crunch is below. I opted to use Hecate's excellent suggestion for my custom feat name - Fiendish Facade it is. He'll turn into a clawing, biting monster (troglodyte is a favorite choice) for combat when it's a big deal, and just smash things two-handedly otherwise. His Int and Cha are both pretty low, but with the Conversion inquisition he'll actually be quite effective socially.

DM Asmo: Where did things come out for you on the race adjustment question? Can we spend up to 15 RP, or should I just leave well enough alone at this point? I can go either way - I ask mostly because rolling on the tiefling alternate abilities table sounds like fun.

Input on Felrin's build is welcome and encouraged!

Crunch:

Felrin Vennax
Oni-Spawn Tiefling Inquisitor 1
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—alter self
Inquisitor Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—cure light wounds, protection from good
. . 0 (at will)—acid splash, detect magic, guidance, resistance
. . Domain Conversion Inquisition
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 15, Int 8, Wis 17, Cha 8
Base Atk +0; CMB +5; CMD 18
Feats Fiendish Facade
Traits murder, vagabond child (urban)
Skills Bluff +6, Diplomacy +7, Disable Device +6, Disguise +5, Intimidate +6, Knowledge (religion) +3, Perception +7, Sense Motive +4, Stealth +10, Survival +7
Languages Common, Infernal
SQ hide tracks, judgement 1/day, judgement of escape, stern gaze
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
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.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Murder +1 trait bonus to damage when flanking a foe.


Felrin wrote:
Where did things come out for you on the race adjustment question? Can we spend up to 15 RP, or should I just leave well enough alone at this point? I can go either way - I ask mostly because rolling on the tiefling alternate abilities table sounds like fun.

You can spend up to 18 points on rebuild since we are going with the base six. However if you rebuild him higher than 13 then he can not take any of the feat trees like vampire, lich, contract devil or lycan


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Ah, so I can add up to 13 RP and also take the feat chain? The rest of the crunch is mostly done, but I'll post the modified Ifrit soon.
Mostly looking at changing the stat distribution to the one the Aasimar has (I could bump up my Dex in that case) and add some traits that revolve around social skills and the like.


Male Human

I think the final total (i.e. base race and adjustments) have to add up to 13 or 18 depending whether one wants to take the feat chain or not respectively.

And here you go, as far as character build goes. Everything should be in order and finished. As far as the various feat chains are concerned, I am not interested in taking any of them. Still, out of curiosity, who is interested in which feat chain, if I may ask?

Angelic Blood:
-------------------------------------------
TYPE
-------------------------------------------
. . Humanoid (human) 0 rp
-------------------------------------------
SIZE
-------------------------------------------
. . Medium 0 rp
-------------------------------------------
BASE SPEED
-------------------------------------------
. . Normal 0 rp
-------------------------------------------
ABILITY SCORE MODIFIERS
-------------------------------------------
. . Human 0 rp
-------------------------------------------
LANGUAGES
-------------------------------------------
. . Linguist 1 rp
-------------------------------------------
RACIAL TRAITS
-------------------------------------------
Ability Score Racial Traits
. . Advanced Strength 4 rp
Feat and Skill Racial Traits
. . Flexible Bonus Feat 4 rp
. . Skilled 4 rp
Senses Racial Traits
. . Darkvision 60 Feet 2 rp
. . Low-Light Vision 1 rp

Total 16 rp

Erevan Cale:
EREVAN CALE CR 1/2
Male Human (Taldan) Slayer 1
NE Medium Humanoid (Human)
Villain Points 0
Init +4; Senses Darkvision 60 ft., low-light vision; Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10. . (+4 Dex, +1 dodge)
hp 14 (1d10+3+1)
Fort +5, Ref +6, Will +1
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed strike +4 (1d3+3/20/x2/nonlethal)
Special Attacks None
--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 16, Int 16, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 19
Feats Dodge, Fast Learner
Traits High Treason, World Traveler
Skills (Trained) Acrobatics +8, Bluff +6, Climb +7, Diplomacy +7, Disable Device +3, Intimidate +6, Knowledge (Local) +7, Knowledge (Nobility) +4, Perception +4, Sense Motive +4, Sleight of Hand +5, Stealth +8, Survival +4 (+5 to follow tracks)
Skills (Untrained) Appraise +3, Craft +3, Disguise +2, Escape Artist +4, Fly +4, Heal +0, Perform +2, Ride +4, Swim +3
Languages Celestial, Common, Dwarven, Elven
SQ Angelic Blood, Skilled, Studied Target +1, Track +1
Combat Gear None; Other Gear None; Magic Items None
Money 0 platinum pieces, 0 gold pieces, 0 silver pieces, 0 copper pieces; Other Wealth None
--------------------
RACIAL TRAITS
--------------------
Angelic Blood (Ex) +2 racial bonus to Strength, gain darkvision 60 ft. and low-light vision
Bonus Feat Extra feat at 1st level
Darkvision (Ex) See in the dark, black and white vision only
Low-Light Vision (Ex) See twice as far as a human in low light, distinguishing color and detail
Skilled +1 skill rank/level
--------------------
CLASS FEATURES
--------------------
Studied Target (Ex) Study an opponent as move action and gain bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks, as well as attack and damage rolls and DCs of slayer class abilities, vs. that opponent
Track (Ex) Add 1/2 slayer level to Survival checks made to follow tracks
--------------------
SPECIAL ABILITIES
--------------------
Bonus Skill Ranks +2 skill ranks/level
High Treason +1 trait bonus on Will saves
World Traveler +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None
Etna Agnes wrote:

Now to the crunchy part: Hecate, what spells did you want to focus on? Better if we avoid to step on each other toes. :P

Sorry, missed this in all the excitement - good question (but if you keep poking out your tongue like that, Hecate might get the wrong idea)! I put some spells in the sheet as a 'placeholder' but haven't made final decisions yet.

Hecate is a Conjurer extraordinaire: her summons last 2 rounds at 1st level and have 3 extra hit points per hit die, and they'll be useful flanking partners for our vivisectionist and slayer. I'll probably keep a Sleep in reserve (WWBD: what would Bargle do - I'm a traditionalist); but other than that it'll be summons and buffs. Battlefield control is not a forte right now: atrocious Initiative means I'll usually be reacting.

As I level, I plan to leave the 'spam' spells (Fireball, Enervate) alone; you usually need to cast them more than once, so they work better for sorcerers, in my view. Any thoughts you have are welcome.

Tkaara/Felrin: please can you liaise to ensure that we have adequate healing: someone had the bright idea of hanging the cleric...


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Like this? I've never used the race builder before, so I hope I didn't mess up something...

Manipulating Ifrit:
TYPE
------------------
..Outsider (Native) 3 RP
------------------
SIZE
------------------
..Medium 0 RP
------------------
BASE SPEED
------------------
..Normal 0 RP
------------------
ABILITY SCORE MODIFIERS
------------------
..Flexible +2 RP
------------------
LANGUAGES
------------------
..Standard 0 RP
------------------
RACIAL TRAITS
------------------
Senses Racial Traits
..Darkvision 60 ft - RP
Defense Racial Traits
..Energy Resistance +1 RP
Magical Racial Traits
..Elemental Affinity, Fire +1 RP
..Spell-Like ability, Lesser +1 RP
Feat and Skills racial Traits
..Emissary +1 RP
..Gregarious +1 RP
..Silver Tongued +3 RP
------------------
Total: 13 RP

Done! As I said, Flexible stats to juggle around the rolls to have a 12 in DEX, and some traits to make me a very good face.

@Hecate: Ok, gotcha. I'll focus on battlefield control, with a nice side serving of Illusion spells: I'll stay away from the figment ones (Color Spray etc.) because that's Tkaara's specialty.
I'll start with Silent Image and the almighty Grease as first level spells, with the Ghost Sound cantrips to back the first up. That will be enough to fool some dumb guards. :P
Leveling up, I think I'll take a blast spell each spell level, and grab the good 'spammy' ones.
And after Sir Balin, I doubt I could give and Idea wronger than that.

@Felrin: I support the Conversion Inquisition! I hate to have to stay silent during dialogues, so I feel you. Seeing as both me and Tkaara have astronomical social skills modifiers, I'd drop one of the social skills after first level: if you put a rank of Diplomacy at the first level, you will reasonably be able to Aid Another, and still have maxed Bluff and Intimidate. I'm not really the intimidating type, and if we have to infiltrate it's better if everyone has his own Bluff modifier sky high.


Male Human

The Outsider (native) type costs 3 rp and grants darkvision 60 ft., although it seems you have taken its cost into account in your total.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

I knew I forgot something <.<
Thanks, fixed now.


Male Human

My idea for Erevan is more or less a jack of trades. Not perhaps the most brutal of bruisers, at least until he gets the chance to gain some talents and feats first, but not the flimsiest of skill monkeys either.

His being a 10HD and full BAB class, along with two good saves and the Studied Target class feature, mean he should be good enough in melee and I plan to build him around wielding a spear (neither short nor long, mind you) two-handed, thus investing in several combat-oriented slayer talents, such as Ranger Combat Style, Weapon Training and Combat Trick to name a few (feats I am not entirely sure about, but he will get more than a few; Quick Draw, Lunge and Weapon Versatility are interesting options, for example). As far as ranged goes, he will probably just use daggers as an opening attack before he closes or something along those lines, maybe applying sneak attack damage if or when applicable; and probably at some point down the road, if or when he manages to get it properly enchanted, his spear will serve as his main ranged/thrown weapon for that occasional non-melee attack (so I may get him one or two ranged combat feats, such as Deadly Aim or Point Blank Shot).

On the flip side, he does have more than a few skill ranks per level, especially in this campaign, so both rogue and social skills will be invested in, e.g. Acrobatics, Perception, Disable Device, Stealth, Climb and Sleight of Hand on one hand, Sense Motive, Bluff, Diplomacy, Intimidate, Knowledge (Local and Nobility to be exact) on the other, and probably some Survival and Disguise as well. As for relevant slayer talents, he will be getting Trapfinding (makes Disable Device a class skill and actually counts as both Trapfinding and Trap Sense) at 2nd level and quite further down the road Evasion and Fast Stealth at some point.

Well, these are more or less my thoughts on his build and development. :-)


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Etna: sounds like a plan; in that case, I'll ditch the Grease spell in my list and get either another Summon Monster or Mage Armour. Actually, is anyone taking Charm Person...?

Erevan/Castor: looks good, you're like a Thief with full BAB and d10 HD; what more could one ask for? Lunge is a nice feat, I'm glad we've got some front line types, as Hecate's extremely squishy: if she ends up in mêlée something's gone desperately wrong.

I think I'll keep Hecate as a plain vanilla human. Finalising now, she'll be ready in a bit.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Trying to figure some things out. I am going the path of the Vampire - mind you that Tkaara does not know anything about this, but will assuredly figure it out at some point. I took negative energy (Inflict) as my choice, but I still view infernals as not really a negative energy group so much as a bunch of self centered control freaks. So, I can easily switch to positive energy to heal you all. I don't need the inflict side until level 5, and by then we should be able to figure out some way to get me healing.

As far as race builds go, I am with Hecate and like humans as humans. Trying to figure out a way to get a boon that does not really change things and am discussing this with DM Asmodeus at present. My thought for Hecate and me is probably a bonus of one or two of the alternative racial abilities. (Focussed Study, Dual Talent, two Heart abilities, etc.) I think that any of these should be worth 3-4 race points and would put us close to 12-13 in line with what has been proposed while also not changing us from human (albeit ignoring that later feat changes that will occur could greatly modify our human nature).


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

A vampire, a devil, a werewolf...
Someone wants to be a Lich so we'll have the full package? :P

And I'll post my finalized sheet when DM Asmodeus gives me the okay on the Ifrit rebuild I posted before.


Male Human
Tkaara Fiakben wrote:
As far as race builds go, I am with Hecate and like humans as humans. Trying to figure out a way to get a boon that does not really change things and am discussing this with DM Asmodeus at present. My thought for Hecate and me is probably a bonus of one or two of the alternative racial abilities. (Focussed Study, Dual Talent, two Heart abilities, etc.) I think that any of these should be worth 3-4 race points and would put us close to 12-13 in line with what has been proposed while also not changing us from human (albeit ignoring that later feat changes that will occur could greatly modify our human nature).

Tweaking the base human by adding a couple of appropriate racial traits via the Race Builder is not all that different from taking alternate racial features as a bonus. For example, the Dual Talent alternate is basically like taking the Flexible ability score modifier racial quality instead of Human Heritage, or like adding the Advanced Ability Score racial trait to the base human. If you stick to one or two of the more mundane racial traits, it hardly makes a human into something else.

It is because I wanted to keep Erevan fundamentally human, albeit giving him a trait or two that could be explained by a little angel blood, that I steered clear of the more supernatural or spell-like racial traits (which is also why I did not change the base Racial Qualities, but instead added a couple of Racial Traits despite it being the more expensive choice); he is a little stronger than your average human, just like an angel-blooded aasimar gets a bonus to Strength, and has heightened sight, the inspiration being the angels' darkvision and low-light vision (I did not go with See in Darkness because that is a trait associated with the evil outsiders, rather than the good ones). Other than those, I saw no reason to go even further, despite what boons that would entail (such as free feats, enhanced speed, skill bonuses, resistances to effects or types of energy, etc).

Like you, I wanted to keep him human; there are a couple of extraordinary abilities he has thanks to his lineage, but other than that nothing supernatural enough to qualify him as something othen than his base race. I will admit, of course, that I did not mind giving him these small mechanical boosts as well though, seeing as I am not going to be taking any of the feat chains and these, disadvantages notwithstanding, can really beef up those that invest in them via ability score bonuses and other traits. He is going to begin a human and remain so, albeit hopefully a badass one with just something extra, if only a little. :-)


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin can cast CLW, but that's about it for healing. It would be great if Tkaara were able to channel positive energy to patch us up.

I noticed a small error in my sheet - I put a 15 in my Wis when I actually rolled a 17 (should be +2 more due to racial bonus). So now I have to decide whether to push that Wis way up, or shift my 15 or 16 from Con or Dex and bump one of those up. Tough choices to have to make! Thoughts?

DM Asmodeus - I'm curious if there's a feat chain brewing in your mind that would help Felrin maintain appropriate effectiveness with his natural attacks (when under alter self). Maybe something in the lycanthropy chain, though I don't see that fitting terribly well thematically. He already has many of the attributes of the contract devil chain, which I think is cool, since he's sort of been living that Asmodean contract for a long time now. If you don't have something like that in mind, I may mess around with some race point changes. If I want to pick additional tiefling abilities (which replace my SLA, so would be 2 RP), should I just pick them or do you want to randomize it?

Erevan and the good Doctor: As Felrin levels and picks up teamwork feats, he'll also be very interested in flanking, so that will synergize nicely. Anything else we should be thinking about in that regard? If there's room in your feat progressions, picking up teamwork feats that Felrin has might be of benefit (thinking Precise Strike, Outflank at this point).


Etna wrote:
And I'll post my finalized sheet when DM Asmodeus gives me the okay on the Ifrit rebuild I posted before.

Rebuild looks good.

Felrin wrote:
I'm curious if there's a feat chain brewing in your mind that would help Felrin maintain appropriate effectiveness with his natural attacks (when under alter self). Maybe something in the lycanthropy chain, though I don't see that fitting terribly well thematically. He already has many of the attributes of the contract devil chain, which I think is cool, since he's sort of been living that Asmodean contract for a long time now. If you don't have something like that in mind, I may mess around with some race point changes. If I want to pick additional tiefling abilities (which replace my SLA, so would be 2 RP), should I just pick them or do you want to randomize it?

Nothing in the works for that. I haven't started on the lycan feat chain so I do not know what it will entail just yet.


Also as a reminder, I will not be going through crunch from post here, I need it all in your profile so it is all in one place to look over. Once you have done all your tweaking and have a final character done then PM me and I will go over it.


Here is my first shot at the Lycan Feat Chain. Any feedback is welcome.

Natural Lycan Feat Chain

The Full Moon (1st Feat)
You are a natural lycanthrope. For some reason it runs in your family and you were not aware. Without your prior knowledge the night of the next full moon, you involuntarily assume animal form and forgot your own identity. The character remains in animal form until the next dawn and remembers nothing about the entire episode. This will happen in game if selected after first level or before if you start with this feat.
Prerequisites: Pick a animal form. 1st level.
Benefits: +2 Wis, –2 Cha (This applies to all forms.) Each night that is a full moon you change uncontrollably and cannot control your actions and have no memory of anything done while in animal form the next day. You also gain low-light vision, scent.

Animal Instincts (2nd Feat)
In any form, you can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Also A bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Prerequisites: The Full Moon, 3rd level
Benefits: Lycanthropic Empathy (Ex), Curse of Lycanthropy (Su)

Half Beast (3rd Feat)
You have mastered the hybrid form and can change to the animal form only on a full moon. All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A Half beast lycanthrope can shift to a hybrid form (anytime) or animal form (full moon only) as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. A slain lycanthrope reverts to its humanoid form, although it remains dead. A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.
Prerequisites: The Full Moon, Animal Instincts, 5th level
Benefits: Change Shape (Su), +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges.

Beast Defense (4th Feat)
Further changes happen within you that make you tougher to kill.
Prerequisites: The Full Moon, Animal Instincts, Half Beast, 7th level
Benefits: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2. You also gain DR 5/silver in animal or hybrid form.

The Beast Comes Forth (5th Feat)
You have mastered the transformation. All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Prerequisites: The Full Moon, Animal Instincts, Half Beast, Beast Defense, 9th level
Benefits: Change Shape (Su), You also gain DR 10/silver in animal or hybrid form.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

First thing that jumps is that if the Doctor takes the chain his Charisma will be at 4. That's dangerously close to being reduced to a napping puppy by the first Cha draining guy :/
I'd either already count that in the doctor stat block (6 is still pretty harsh, and he can't really get more obnoxious :P ) or let that -2 to Cha only apply during the Full-Werewolf form. After all, becoming an uncontrollable werewolf is already a pretty big malus.

I'll read the chain more in depth later.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Cool, I like it. We are going to be the most awesome not-really-humanoid party around.

After looking at what is available, I think that I would prefer the Focussed Study. It is a Human alternate racial trait, and in the ARG it appears to be 4 points, which would make me a 13 point build with the base 9 point human.

First level, I would take Skill Focus(Profession(Barrister)) and then consider others at levels 8 and 16 depending on how the game is going.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None
Etna Agnes wrote:

A vampire, a devil, a werewolf...

Someone wants to be a Lich so we'll have the full package? :P

ME! me me me me me me me me me! Um

Can you split a horcrux phylactery into seven parts...? ;)

Also, am tempted to take the following racial trait, if only for RP purposes (you'll see what I mean):

"Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead."

So that would take me to 13 Racial Points, which I think was the permitted level.

I'm impressed by the Lycan feat chain, I have to say, kudos to the DM. But I share the concerns re low Charisma; maybe apply a racial penalty to social skill checks instead? It would have the same effect, but would keep the stats within human norms.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

On a second read, it feels like the last 2 feats don't add that much. I mean, DR/10 Silver and +2 to natural armor are nice, but there's nothing that jump to the eyes and scream 'OMGAWESOME', like the Contract Devil Chain's last ability. Maybe you could drop the DC to change forms, or make the change faster: if you've been a werewolf for 10 levels, you got some more tricks up your sleeve than a normal one. It makes sense for me not to become the 'real deal' when I complete the chain, as that's a CR 10 enemy, but a normal werewolf is CR 2.

Just my two coppers: ultimately it's the Doctor that has to tell us if he likes the chain or not. :)

Also, a question on the first feat of the Contact Devil chain: it adds See in Darkness and 60 ft. Darkvision. If I already have Darkvision, does the range simply get incremented by 30ft (bringing me to 90ft) like some of the other Darkvision-granting ability does, or I get only the See in Darkness?


Etna Agnes wrote:

On a second read, it feels like the last 2 feats don't add that much. I mean, DR/10 Silver and +2 to natural armor are nice, but there's nothing that jump to the eyes and scream 'OMGAWESOME', like the Contract Devil Chain's last ability. Maybe you could drop the DC to change forms, or make the change faster: if you've been a werewolf for 10 levels, you got some more tricks up your sleeve than a normal one. It makes sense for me not to become the 'real deal' when I complete the chain, as that's a CR 10 enemy, but a normal werewolf is CR 2.

Just my two coppers: ultimately it's the Doctor that has to tell us if he likes the chain or not. :)

Also, a question on the first feat of the Contact Devil chain: it adds See in Darkness and 60 ft. Darkvision. If I already have Darkvision, does the range simply get incremented by 30ft (bringing me to 90ft) like some of the other Darkvision-granting ability does, or I get only the See in Darkness?

The last feat mainly adds the ability to change into and out of animal, hybrid form at will. Earlier than this the player can just achieve hybrid form at will and animal form on a full moon.

Yes the lycan template is only a CR +1 template, the vampire template which I based the strength off of is +2 so I will add a few more things tomorrow.

The CHA negative I can not do anything with, I am not going to remove it as it is much like the vampire characters con damage at first. If the good doctor goes this route he will have to put some effort in to raise his con or move some numbers around if he doesn't want it that low. The template has to have its penalties that go along with the template.

If you already have darkvision then it would not add a further darkvision to you so you would only benefit from the see in Darkness ability. What I would do is drop darkvision from your race build altogether or choose low light instead for your race.


Lycan Feat Changes....

Half Beast (3rd Feat)
You have mastered the hybrid form and can change to the animal form only on a full moon. All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A Half beast lycanthrope can shift to a hybrid form (anytime) or animal form (full moon only) as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. A slain lycanthrope reverts to its humanoid form, although it remains dead. A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.
Prerequisites: The Full Moon, Animal Instincts, 5th level
Benefits: Change Shape (Su), +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.

Beast Defense (4th Feat)
Further changes happen within you that make you tougher to kill.
Prerequisites: The Full Moon, Animal Instincts, Half Beast, 7th level
Benefits: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal is increased by +4. You also gain DR 5/silver and regeneration/1(Silver) in animal or hybrid form.

The Beast Comes Forth (5th Feat)
You have mastered the transformation. All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Prerequisites: The Full Moon, Animal Instincts, Half Beast, Beast Defense, 9th level
Benefits: Change Shape (Su), You also gain DR 10/silver in animal or hybrid form and regeneration/5 (Silver)

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Nice - I still like the whole undead thing, although the drawbacks - must be invited into homes, running water, sunlight - are a little tough. But just being able to blend in and do really devious things to people should be fun.


Well if I really wanted to make it fun then it could be a full moon when you break out of the prison and have to deal with a crazed doctor... lol.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Considering how the Doctor acted while waiting for the Royal Court, being crazed with lycanthropy might actually make him more reliable.

Dark Archive

Oh, he'll be crazed one way or the other.

As awesome as this feat chain seems, I think I will have to pass. He is more classic movie Wolfman than full on werewolf; I have no interest in ever turning into full animal form, for instance. The nice defensive abilities of the last couple feats are tempting, but the downsides are pretty hefty, not to mention the fact that he's already a bit starved for feats. Plus, by the time I get Greater Mutagen, it will inflict another -2 Cha. As funny as it might be to end up with a charisma of 2, I think I'll pass. :-P


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Aww, I was looking forward to the doctor using the second feat's ability to talk to animals.

He already thinks most people are dumb, his dialogue with an Int 2 dog would have been hilarious. :P


Male Human

I am amused and delighted by the fact that the campaign proper has not even started yet and the IC thread has around 250 posts, while the OOC has reached close to 450. :-D

Dark Archive

Sounds like a good start, I'd say.

@Felrin: forgot to respond to your earlier enquiry. I had not really considered teamwork feats. As I said in my previous post, like most combat builds that do not receive many/any bonus feats, I'll likely be a bit starved. Feats I am definitely looking at are Power Attack/Cleave/Surprise Follow-Through, Flensing Strike, and Improved Unarmed Strike (not too useful, but an unavoidable tax)/Improved and Greater Grapple (to deal with pesky spellcasters. Maybe Lunge or Defensive Combat Training, maybe Improved Iron Will... all in all, pretty constrained. Still worried about how I'm going to deal with flying enemies at later levels, given that I'll likely have very limited ranged capabilities. Probably have to rely on potions/spells of fly and a headband of intelligence with Fly as a linked skill.


Male Human

Not really sure about the teamwork feats either, as I have never been a big fan of those. I will consider them, but there are some other feats that I see as having a bit more priority first.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

No worries about the teamwork feats, I get the benefit of them either way, just wanted to have the notion out there in case there was any interest.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Right - I think I'm ready. All crunch, fluff, etc. now in the profile for this character. Have included the racial trait discussed above.

Ready to go, subject to DM approval!


Hecate Reeve wrote:

Right - I think I'm ready. All crunch, fluff, etc. now in the profile for this character. Have included the racial trait discussed above.

Ready to go, subject to DM approval!

Ok Hecate, a few issues to clean up on your sheet.

I show with the +2 skill points per level houserule that gives you a total of 10 skill points to distribute. I see only 9?

You are technically by RAW supposed to be a follower of Aroden to take the Devotee of a Dead God trait. However as I think it fits in this campaign I will allow it.

What is your alignment? Either I missed it and my eyes are getting bad or I didn't see one?


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Good point on skills, have added Appraise skill to the list. That brings me to 10 points. Would have been a shame for all those evenings sampling the finer things of life with her aristocratic study partner to have gone to waste.

Alignment is listed, first line of her crunch: LE, for the avoidance of doubt.

I ran the trait past you already for approval (here).


Male Human

She is Lawful Evil. First line under the Crunch spoiler. It reads "Female Human Wizard 1 LE Medium Humanoid (human)".

Edit: Aaand... ninja'ed.


Eyes are playing tricks on me this morning..... need more coffee....

Ok I pretty much have everyone cleared and approved for start except for Felrin. Are you ready for me to look him over?

I also need the two alternates to let me know when their characters are ready to look over as well, they are not needed immediately but I want them to be ready when/if they are needed so the group doesn't have to wait for them.

Also I have a character portrait for Etna and the Doctor. If anyone else wants a portrait for their character on the website then please submit me one ASAP.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Heh - with my initiative, that's the only time I'll beat you to the draw...


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Doesn't Hecate have a portrait, too, the one linked under her name?


Etna Agnes wrote:
Doesn't Hecate have a portrait, too, the one linked under her name?

Got It.

and I am guessing by looking that Felrin is not ready to be cleared as his profile still list him at level 2 with stuff from an old game. So I'll have to wait till he is ready before proceeding.


The campaign website has been updated with Etna, Ottakar and Hecate's inmate information.

Website

Dark Archive

Er... you have me as an Angel-Blooded Slayer whose crime is high treason... Also, the text box won't scroll down far enough to allow one to read the last bit of the bio.


AsmodeusUltima wrote:
Er... you have me as an Angel-Blooded Slayer whose crime is high treason... Also, the text box won't scroll down far enough to allow one to read the last bit of the bio.

Try it now.

Dark Archive

All better. :)


Alright everyone, lets move everything over to our new Book One home...

New Discussion Thread

Also have a opening gameplay thread attached as well, please remember if you dot it, please delete after dotting so that you don't clutter....

Thanks in advance....

New Gameplay Thread


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Hi all - recovering from a weekend at a local con, I'm mostly done with Felrin but need to take another look at a couple of things as well as catch up on PbP's. Hope to have him final this evening or tomorrow.

401 to 450 of 450 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dead Man Walking! Phase Three. Discussion All Messageboards

Want to post a reply? Sign in.