Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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Dark Archive

Almost finishing my undine and working on his background... any idea where our background should point us to the beginning of the campaign?


The game is going to start in the Free City of Greyhawk, where you are invited to a special event as guests of honor, so having a reason to be there would make sense.


24 hours left...if no one else applies, the current 5 applications will be accepted.

Dark Archive

So, here is Pyrrhus Durst, the Torrent.

Still got a couple gp but he is ready to go. Any suggestions/comments are welcome.

Since he is one of the three archdruids around Greyhawk, a simple reason for him to be in the city could be to talk to fishermen about stopping the capture of some rare species of fish during its reproduction season...


Sir Longears wrote:
So, here is Pyrrhus Durst, the Torrent.

Wow, how did you get a character sheet that nice???


I'd like to remove my Reach Magus from consideration and submit Ravarel Darkwood the Arcanist. He would fill the arcane role.

Sorry if the background is not Greyhawk specific. I've never participated in any Greyhawk campaigns so my knowledge is lacking.

Dark Archive

Lorani wrote:
Sir Longears wrote:
So, here is Pyrrhus Durst, the Torrent.
Wow, how did you get a character sheet that nice???

Lol! It is just plain Word formatting! But thanks nevertheless...


Updated completed applications:
Siggut - fighter
Thak - cleric
Kaydanna - warpriest
Tywynn - Paladin/oracle/cultist
Lorani - rogue
Ravarel Darkwood - Arcanist
Pyrrhus - Druid


Recruitment closes in 5 hours....happy I got at least the 5 minimum. :)


Okay, thank you to all who applied, and unfortunately, I have to reject two applications.

The party selected is:

Siggut - fighter
Thak - cleric
Kaydanna - warpriest
Ravarel Darkwood - Arcanist
Pyrrhus - Druid

To those selected, please post in the Discussion thread: Link

This is a deadly AP, so I will keep the two players in mind, should I need replacements.


Reopening this recruitment, as we lost our cleric (he died twice!). This is a dangerous AP (Age of Worms). Let me know if you're interested in filling a healer role. Current party consists of:

Dwarf fighter
Half-Elf warpriest
Elf Arcanist
Elf archer


Bump - 12th level btw.


I think an animist shaman / paladin multie class could work really well for what seems to be needed. Just one question. would you consider the anthropamorphic spirits mentioned in the Animist archatype for shamans to count as humanoids for the hidden mastermind trait for halforcs?


Party really needs someone who can cast Death Ward multiple times.


Rough draft of the character for you. He is based around being able to soak up a LOT of incoming DMG through prodigious use of shield other as well as do status removal and healing. I haven't chosen his wandering spirit yeat and I still need to plug his ability's but I think he should fill every nich that he needs to fill.


And he will also be able to use death ward if necessary.


Would like to see finished build as I don't see how you get 4th level spells. Also there are divine hunter and sacred shield archetypes for the paladin but not divine shield. Which one were you referencing?


Ill put togther a divine cast build and submit it later today..

Question about gear. Can I combine a Phylactery of Postive CHanneling and a Headband of Wisdom? Per the book you add 1.5 times the cost of the lower costed item to the higher costed items price..

Also can you puirchase partially filled up wands?


Another question, sorry.. With this being Greyhawk and all how do you feel about an updated pathfinder version of Radiant Servant of Pelor? Below is the link:

Link


Hmmmmmmm Standard Greyhawk deities? Then how about a cleric of Wee Jas or Bahaumat?


This is Werepox's rough draft submission. Some changes will take place depending on answers from above questions, but for the most part she's done. Crunch is in profile.

Any feedback is welcome.


Death-Lok wrote:
Would like to see finished build as I don't see how you get 4th level spells. Also there are divine hunter and sacred shield archetypes for the paladin but not divine shield. Which one were you referencing?

1.Who needs those when wands exist? Sure they're expensive but until I can cast it myself I'm sure 50 times will be enough.

2. Sacred shield. Been playing a lot of paladin varients lately. Sorry.


Whats the level of optimization do you want for this?
The characters you have in your group seem to imply a decent level of it is expected and assumed but it would be good to know the line.

I was thinking a Dhampir oracle of Baccob could be fun.
All sorts of questions as to why on earth Baccob would empower an oracle in the first place. Kind of outside his normal MO and all. Feels like a fun place to start.
The magic item they have that removes the whole 'positive energy kills you issue' is additionally within easy reach at this level.

I had been thinking item crafting was a viable idea for a character like that and wanted to know if you were Ok with crafting prior to game or if you prefer that occur while the game was happening.

Though my elevator pitch might change if 3.5 stuff like Radiant servant is permitted. That was a rather potent prestige class for clerics and there is lots of relics from those books which might be fun to bring into this.


I really want to get the game moving, since it is stalled, so Elise Sunwake is the choice. In response to your questions, you can combine items, per the rules, and use partially charged wands. I would like the see the Radiant Servant in action in PF, as I actually played one in the RL version of this AP. So, please report to the discussion thread.

Thanks to the rest for your ideas.


Okay, I am back recruiting one player for my version of Age of Worms set in Greyhawk (with PF gods). The update: the Spire of long Shadows has fallen and the payers now know the name of their enemy: the first ever draco-lich, Dragotha! The forces of good are trying to stop the apocalyptic future and are recruiting one brave soul for the fight against evil...will you volunteer to aid their quest before the Age of Worms covers Greyhawk?

The party currently consists of:
14th level elf arcanist
14th level dwarf fighter
14th level human cleric

The party's preference is a ranged damage dealer but the recruitment is open to all applicants.

Updated character creation rules:
20 point buy
14th level (but 13th level WBL)
No evil
HPs: Max + 1/2+1 per level
No traits, unless you take feat
No summoners or gunslingers
Races: all welcome, but preferential treatment given to more common ones

Application:
Be a team player (as I said, AP is quite deadly!)
Physical description
Mannerisms, tics, personality...what makes you unique?
Personal achievements - why and how did you get into adventuring? How are you 14th level? What are your goals?

I welcome any further questions. I will keep thread open until we receive enough good submissions and I will then post a deadline. Cheers!

The Exchange

I am certainly potentially interested. Are you adverse to Third Party Products? Specifically, I'm curious about Dreamscarred Press, I'd like to play, I think, a Knight-Chandler Mystic from their Path of War:Expanded book, focused on Solar Wind, maybe some Tempest Gale and Elemental Flux alongside. If you don't like Path of War, but are still open to Dreamscarred Press, a Soulbolt would certainly cover the job of "Ranged Damage Dealer," I should think.


Cool...missed out on this one when it first appeared.

Going to try a Zen Archer out for size...


Preparing my brawler for submission soon ;)

Grand Lodge

Applying a kineticist (telekineticist) for this. Do you allow my upcoming character to complete the element saturation (mini-side quest) before the game?


Would it be a problem if I only had 30ft. or so range on my ranged attacks, or are you looking more for something akin to a longbowman specifically?


Dotting


I will be submitting a Dwarven fighter/rogue that uses a repeating crossbow.


Ohhh! Dotting!

Dark Archive

oh, 1 ranged damage dealer on the way to slay the evil dracolich!


Hi Death-lok! Chess here, with my submission. I humbly present Lahrehn for your (and the group's) appreciation. Like I mentioned before, Lahrehn is a brawler/monk that fights flurrying a ranged thrown weapon (the rope dart). Thanks for the opportunity!


Edgar: No 3rd party stuff
Yas: Sorry, no psionics either
Burnscar: 30' range is fine

Again, all, submit a character you will like and enjoy to play. If it's not ranged, no worries.

Thanks for the submission, Chess. I will have to read up on the rope dart.

Dark Archive

Zen's greatest achivment is killing an ice devil 1-v-1. Silly devil didnt even gat to act, we almost felt sorry for him.

RotR:
His greatest achevment would have been helping to bring down the runelord Karzog, but the tricky bastard was watching and was ready with a maze spell. by the time he got out the rest of the party had managed to defeat him.
After the evil was vanquished he just kinda wandered around till he heard this call to arms.

Also i have some crunchy bits.

Zendicar:

Zendicar
Human paladin 14
LG Medium humanoid (human)
Init +6; Senses Perception +8
Aura courage (20 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 19 (+9 armor, +6 Dex)
hp 102 (14d10+14)
Fort +15, Ref +16, Will +15; +2 vs. death, +4 and one size larger to resist effects of wind
Defensive Abilities evasion; Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 adaptive endless ammunition composite longbow +15/+15/+10/+5 (1d8+9/×3)
Special Attacks channel positive energy 6/day (DC 23, 7d6), smite evil 5/day (+6 attack and AC, +18 damage)
Paladin Spell-Like Abilities (CL 14th; concentration +20)
. . At will—detect evil
Paladin Spells Prepared (CL 11th; concentration +17)
. . 4th—death ward (2)
. . 3rd—litany of righteousness[UC] (DC 18), widen auras[ACG]
. . 2nd—litany of righteousness[UC] (4, DC 18)
. . 1st—hero's defiance[APG] (5)
--------------------
Statistics
--------------------
Str 10, Dex 23, Con 10, Int 10, Wis 10, Cha 22
Base Atk +14; CMB +14; CMD 30
Feats Deadly Aim, Fearless Aura[UM], Fey Foundling[ISWG], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Fly +5, Handle Animal +13, Knowledge (religion) +17, Perception +8, Ride +12, Sense Motive +13
Languages Common
SQ divine bond (weapon +4, 3/day), lay on hands 13/day (7d6), mercies (frightened, paralyzed, shaken, stunned)
Other Gear celestial armor, +1 adaptive endless ammunition composite longbow, belt of incredible dexterity +4, bracers of the avenging knight[UE], carpet of flying i, goz mask[ISWG], headband of alluring charisma +4, muleback cords[APG], ring of evasion, 700 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 14 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fey Foundling Magical healing works better on you
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Frightened) (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Paladin Channel Positive Energy 7d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smite Evil (5/day) (Su) +6 to hit, +18 to damage, +6 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

I guess I'll go for zen archer then.

The Exchange

Hmmmm...... I've got an idea I think is interesting, combining Barbarian, Variant Multiclassing Oracle with the Bones mystery, the Spirit Totem line of rage powers.... I'll have to see what I can actually put together, and how viable it might be, but I have high hopes, if nothing else. I'll get some crunchy stuff, or at least try it out, in the morning, provided Variant Multiclassing is okay.

The Exchange

Ignore me. Unfortunately, I can't get anything I really like via Skald, Bloodrager, or Barbarian along those lines. I can't figure out any other concepts I really think I can get behind, so I'll simply bow out. Happy gaming, y'all!


How would you feel about an aasimar? Too unusual a race? They have a human-like appearance option (although it would be hard to give up having wings, even though they cost a coup,e of feats).


shameless bump from one of the 3 current players


Still working on my build and I should have it up in a day or two.
Sorry for the delay, I have been sick and needed to stay away from the family as to not get them sick.
Thanks


If the party is not dead set on a ranged, here is my charging inquisitor of Gorum. Please note this is the unbuffed non-raging version. He can synch well with the dwarf fighter and buffed and raging, he can deal 40-50s damage and more with greater bane in effect; he can demoralize and shake enemies, which spellcasters will enjoy with -2 saves. With stalwart and evasion, he is built to survive and he is a spellcaster as well. On Vital strike hits, he can neutralize casters as his damage is considered continuous for purposes of concentration checks. So think about it. :) I will build a backstory if players are interested. For full disclosure, I have played this AP on the boards as a cleric so would like to be more in the action this time and I am sure all GMs change things around. I will not use any OOC knowledge. If that disqualifies me, oh well.

inquisitor:
Malogur
Male half-orc inquisitor of Gorum 14
CN Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 115 (14d8+42)
Fort +16, Ref +13, Will +19
Defensive Abilities evasion, stalwart
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 cruel adamantine greatsword +18/+13 (2d6+11/19-20)
Ranged composite longbow +14/+9 (1d8+4/×3)
Special Attacks exploit weakness, greater bane (14 rounds/day), greater rage (15 rounds/day), judgment 5/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 14th; concentration +19)
. . At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known (CL 14th; concentration +19)
. . 5th (3/day)—litany of vengeance, righteous might, spell resistance
. . 4th (5/day)—cure critical wounds, death ward, freedom of movement, stoneskin
. . 3rd (5/day)—burst of speed, dispel magic, heroism, lead blades, greater shield of fortification
. . 2nd (6/day)—blistering invective (DC 17), cure moderate wounds, flames of the faithful (DC 17), inheritor's smite, resist energy, lesser restoration
. . 1st (7/day)—bless, cure light wounds, divine favor, expeditious retreat, remove fear, shield of faith
. . 0 (at will)—acid splash, create water, detect magic, guidance, light, stabilize
. . Domain Anger inquisition
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 14, Int 8, Wis 20, Cha 10
Base Atk +10; CMB +13; CMD 30
Feats Amplified Rage, Cleave, Cornugon Smash, Divine Fighting Technique (Gorum's Swordsmanship), Furious Focus, Horde Charge, Instant Judgment, Outflank, Power Attack, Precise Strike, Vital Strike
Traits dangerously curious, fate's favored
Skills Intimidate +26, Knowledge (religion) +9, Perception +22, Sense Motive +29, Survival +15, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ hateful retort, monster lore +5, orc blood, solo tactics, stern gaze +7, track +7
Combat Gear extend metamagic rod (lesser), wand of barkskin (CL 12th, 23 charges), bladeguard; Other Gear mithral agile breastplate, +2 cruel adamantine greatsword, composite longbow (+4 Str), belt of physical might +4 (Str, Dex), cloak of resistance +3, handy haversack, headband of inspired wisdom +4, ring of evasion, ring of force shield, bedroll, belt pouch, candle (10), diamond dust (worth 250 gp) (4), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), true seeing component (worth 250 gp) (4), waterskin, wooden holy symbol of Gorum, 1,131 gp
--------------------
Special Abilities
--------------------
Amplified Rage +4 to rage attr bonus adj to or flanking with ally with same feat.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (14 rounds/day) (Sp) Discern Lies at will
Divine Fighting Technique (Gorum's Swordsmanship, Advanced) You may apply Vital Strike to greatsword at end of a charge. When you use Vital Strike, Improved Vital Strike, or Greater Vital Strike with a greatsword, the damage counts as continuous damage from an injury for the purpose of determining whether a target must attempt a concentration check to cast spells.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you.
Horde Charge +2 to charge att and dam if charge same rd as an ally with this feat.
Inquisitor Domain (Anger Inquisition)

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage.
Instant Judgment May pronounce or change a judgment as an immediate action
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rage (15 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Second Judgment (5/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.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Track +7 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.

Judgments:
Destruction: +5 (damage)
Healing +5 (Fast healing)
Piercing: +10 (SR)
Energy Resistance: 10
Smiting: Magic, Chaotic, Adamantine
Resiliency: DR 3/lawful
Purity: +3 (Saves)
Protection: +3 (AC)
Justice: +3 (attack)


Ok here is the basics of the character, If I get chosen I will finish the final tweaks.This is a dwarven fighter/ Unchained rogue with range attacks in mind. Now when I think of dwarves with range attacks..I think of the crossbow. The crossbow is under powered when compared to the bow but I like the repeating crossbow for flavor. I chose the dwarven Maulaxe as back ups for melee. I enjoyed building this character so thank you for the opportunity.


My Zen archer is still a work-in-progress....hope to have done tomorrow evening..


A ranged damage dealer...eh? I'm looking through a human crossbowman right now.

Edit: While he character should be quite capable of putting down some ranged damage, I'm also working on giving him a bit more versatility through being able to apply penalties to enemies when my allies force them to make saves, negating attacks of opportunity, and perhaps a few more tricks if I can come up with them.


Since everyone is submitting ranged characters, I have re-skinned my inquisitor as a ranged combatant. Here he is buffed with barkskin, Keen Edge, and heroism (2+ hour buffs):

Ranged inquisitor:

Malugor
Half-orc inquisitor of Desna 14
CG Medium humanoid (human, orc)
Init +11; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 33, touch 17, flat-footed 26 (+9 armor, +7 Dex, +5 natural, +2 shield)
hp 143 (14d8+70)
Fort +20, Ref +18, Will +20
Defensive Abilities stalwart
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk falchion +18/+13 (2d4+8/18-20)
Ranged +3 adaptive holy impervious composite longbow +22/+22/+17 (1d8+17/×3 plus 2d6 vs. evil/19-20)
Special Attacks exploit weakness, greater bane (14 rounds/day), judgment 5/day (2 simultaneous)
Domain Spell-Like Abilities (CL 14th; concentration +18)
. . At will—dimensional hop (140 feet/day)
Inquisitor Spell-Like Abilities (CL 14th; concentration +18)
. . At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known (CL 14th; concentration +18)
. . 5th (2/day)—litany of vengeance, righteous might, true seeing
. . 4th (5/day)—death ward, divine power, freedom of movement, named bullet
. . 3rd (5/day)—cure serious wounds, heroism, keen edge, greater magic weapon, greater shield of fortification
. . 2nd (6/day)—acute senses (DC 16), cure moderate wounds, invisibility, resist energy, lesser restoration, see invisibility
. . 1st (6/day)—cure light wounds, deadeye's lore, divine favor, expeditious retreat, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, sift, stabilize, virtue
. . Domain Travel
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 19, Int 9, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 29
Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +7 (+11 to jump), Appraise +1, Bluff +0, Climb +2, Diplomacy +0, Disguise +0, Escape Artist +7, Fly +7, Heal +12, Intimidate +11, Knowledge (religion) +7, Perception +23, Ride +7, Sense Motive +25, Spellcraft +17, Stealth +17, Survival +13, Swim +2, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ agile feet (7/day), determination, monster lore +4, orc blood, stern gaze +7, track +7
Combat Gear extend metamagic rod (lesser), wand of barkskin (CL 12th, 15 charges), wand of bull's strength (CL 10th, 20 charges), wand of gravity bow (CL 10th, 20 charges); Other Gear celestial armor, +3 adaptive holy impervious composite longbow, arrows (60), mwk falchion, belt of physical might +4 (Dex, Con), cloak of resistance +3, efficient quiver, handy haversack, headband of inspired wisdom +4, ring of force shield, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 150 gp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Clustered Shots Total damage from full-round ranged attacks before applying DR
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (5/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Dimensional Hop (28 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (14 rounds/day) (Sp) Discern Lies at will
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Track +7 Add the listed bonus to survival checks made to track.

This is without shield of faith, which boosts his AC to 37 and lasts 21 minutes with Rod or Gravity Bow or whole bunch of other minute/level buffs or Greater Bane which adds +2 hit/damage and +4d6 per arrow.


I'm working on a build for this game I'd like to try.

[EDIT] I just saw you weren't allowing psionics, I didn't know if that was 'no occult classes' or not. However, in the interest of not wasting your time looking it over, I'm going to cancel.


I think we have enough qualified applicants. I know Spazmodeus is working on his zen archer, so will set the final deadline by tomorrow at 11:00 pm EST, giving him almost 24 hours to finish. If anything, PM me.

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