DougFungus' The Standing Stone

Game Master DougFungus

A challenging adventure based on the 3.0 edition module of the same name. Updated for Pathfinder!
The small farming community of Ossington is on the verge of collapse following the recent attacks of a mysterious ghostly Knight and a tribe of bloodthirsty WoodElves.

Current Location


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Starting Level: TBD
Sources: Pathfinder content only.
Ability Scores: Heroic: Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.
Traits: 2
Starting Gold: TBD
Races: Any. No Custom Races. All choices are subject to GM approval.
Classes: Any
Alignments: Any, but you need to commit to working with the party and toward the adventure goal.
Background Story: Not a requirement but if you opt to make one please keep it short. Each player will be assigned a plothook for why they are taking part in this adventure.
Personality Description: Please provide a brief description for your characters personality. I want to know how they will act throughout the adventure. Morals, Beliefs, Attitude etc…

These are some rough guidelines for character creation. The adventure calls for level 7 characters but depending on how many people are interested in playing I might need to adjust. For now, I'm more interested in seeing who is interested in playing, generating Ability Scores and discussing Class options. I need a minimum of 4 players to run the adventure but am willing to take on as many as 8+.

The Standing Stone is designed to be a difficult adventure (expect player casualties). It incorporates an even mix of Role Playing, Combat, Puzzles & Traps. The setting takes place in a small village but incorporates even amounts of overland combat & dungeons.


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10

Ah, to heck with it. I'm thinking Silva 2.0 at the moment.


2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12


Holy moly, Treppa. You're luck with dice continues.

I might try a derivation upon one of my existing defunct aliases, though we may need to synergise to survive.

2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17

I was thinking maybe of Pieter the paladin? Bringing back Ruika or Zara?

EDIT: Nice rolls, that'll allow a MAD character (in both senses) :P


Treppa, you should reroll.


Hey, at least I didn't have a stinkin' 9.

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17


So far, a 32, 40, and 24-point buy before racial modifiers (and the presumed level 4 bonus). Not bad.

Silva's still in consideration, but I might try something a little more MAD. I'll wait and see how anybody else rolls (or if they are more attached to a particular character concept).


My current RL group insists on using the Standard method for generating ability scores. I was a fan of the point buy system before but have grown to enjoy the unbalance that rolling dice for stats has to offer. I ended up going with Heroic for a little extra power. Hopefully you guys dont mind.


Is this a Golarion adventure for purposes of nationality, deities, languages, etc?


Yes.

The village that this takes place in will probably need to be inserted into a region somewhere that is as of yet undecided. I just need to find a suitable location. Once I decide I'll let you know.


Just for fun, let's have a look.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13

Well that's rather underwhelming. :P I'll think about it.


That's even worse than Treppa's first roll! o.o


Better than most commoners, though.


Glad to see you Oladon. Hope you decide to play.

If your rolls are obviously low just try again.

Anybody else interested in playing? There are a few people in chat I see too infrequently that I'm hoping will join.


Yep, so I think Pieter the Paladin from the north works well. Or maybe Ruika the 'white-orc' could also be quite interesting. Both have limited healing options and as with most of my PC's are good hearted.


DougFungus wrote:

Glad to see you Oladon. Hope you decide to play.

If your rolls are obviously low just try again.

Anybody else interested in playing? There are a few people in chat I see too infrequently that I'm hoping will join.

Pinvendor was looking for a game (possible even posting every day), I'll prod him on the facebooks.


Please do!


Second time's the charm?

2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13

Well, no 10s that time... :P


Legendary Merchant of Pins

The Facebook prodding worked!

2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9

I know nothing about the average level of numbers in regards to stats to determine if this is low; but since they look similar to Oladon's and she was told to reroll, here's an alternate set of numbers:

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13

I have a lot of character ideas, so I can change on a whim. I was thinking of a cavalier however. Maybe a summoner if there are already martial characters galore.


Can I use his rolls? :P


Pinvendor may use the better of his rolls.

Oladon, you may re-roll yet a 3rd time or just take 16's in place of your 13's. Have you decided yet whether or not you'll be joining us? Once I know i'll post firm decisions on Starting Level, Wealth and HP.

The party will start with a Staff of Life with 10 charges. Decide amongst yourselves who carries it. It has no monetary value, so no selling it. This should make up for the party not being able to raise dead players on their own.


Hey! We had one of those in [REDACTED]!


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14

It's no good... they just hate me. :P


I think I'll go with a cleric, unless somebody else really wants that role. They generally don't.


If Doug is comfortable with firearms, I think I will bite the bullet (DOH-HOHO) and try out the spellslinger wizard. Might not get another opportunity to do so.


I usually don't mind going with a cleric, but if you wanted to Treppa that'd be good - especially if you are going for a Frier Tuck vibe.

For crunchy stuff, either a Paladin or some sort of Barbarian Multiclass?

Now as far as personality, well I was thinking of something different to most of my other current PC's - maybe very colloquial or gruff or silly!

So still a bit torn between Pieter, Ruika or a "Maid Marian".


DougFungus wrote:

Starting Level: TBD

Sources: Pathfinder content only.
Ability Scores: Heroic: Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.
Traits: 2
Starting Gold: TBD
Races: Any. No Custom Races. All choices are subject to GM approval.
Classes: Any
Alignments: Any, but you need to commit to working with the party and toward the adventure goal.
Background Story: Not a requirement but if you opt to make one please keep it short. Each player will be assigned a plothook for why they are taking part in this adventure.
Personality Description: Please provide a brief description for your characters personality. I want to know how they will act throughout the adventure. Morals, Beliefs, Attitude etc…

Here is an updated list for character creation so you guys can get started. This is designed for either 4 or 5 players and may need to be taylored should we pickup more.

Starting Level: 7
Sources: Pathfinder content only.
Ability Scores: Heroic
HP's: Max at level 1 then Average OR Roll every level thereafter (Players Choice).
Traits: 2
Starting Gold: 23,500 GP
Races: Any. No Custom Races. All choices are subject to GM approval.
Classes: Any
Alignments: Any, but you need to commit to working with the party and toward the adventure goal.
Background Story: Not a requirement but if you opt to make one please keep it short. Each player will be assigned a plothook for why they are taking part in this adventure.
Personality Description: Please provide a brief description for your characters personality. I want to know how they will act throughout the adventure. Morals, Beliefs, Attitude etc…

As for class selection, I'm fine with just about anything.


I'm gonna go ahead and skip this one.

Hope you guys have fun!


NOOOOOOOOOOOOOO!


So how are things coming along?

I have most of the characters updated for Pathfinder so I'm ready to go as soon as you guys are.


Background:
Born in the wildlands of the Linnorms, Marianne was born to a small roving band. Never able to scrabble enough food in one place, this nomad band had to continually raid their neighbours and move to get enough food to survive.

Having a natural gift with the elements and the spirits that reside in the various creatures of the land, Marianne learn the ways of Spirit-talking which helped the group survive. Luring the fire from trees she was able to bring forth fires in the dampest evenings.

As she grew, both in stature and prominence in the band they tried to move towards the coast - for that was where all the best raiding and trade was. However certain aspects of the life did worry her, thus she vowed to stop random acts of cruelty and violence that their tribe did as they moved around.

Unfortunately, this gave the Fire-Eagles a reputation as soft and their coves frequently became under attack. It was because of this that Marian was deposed in a duel - her lieutenant, Ranthos, a man she loved challenged her. The fight was fierce and drew a crowd of not only their band, but others - since it was held at a gather. (This was to prove that they weren't going to be a weak tribe).

Marianne didn't want to lose, since it may cost her life and it'd mean the tribe would become more vicious - however if she won the tribe would surely be wiped out by others soon (not to mention her betrothed's life).

Thus began the chronicled "Blood-duel of Drakheim"; In the saw-dust circle of the long-hut with the smoky tallow hanging thick in the air, the pair of predators circled each other weapons ready. The first flurry was quick, a dozen strokes of their axes flew within moments. Blood splattered the floor from a host of minor injuries, oaths rose to the rafters from the appreciative audience.

To the staccato beat of ale tankards against oaken tables the pair threw themselves against each other. It was only a brief momentary lapse amongst all the thrusts and parries that spelt the end. Ranthos' axe-head slid up the haft of his opponents weapon, the acid etched blade cut through Marianne's smallest finger with the ease of a butcher - before it hit the silver ring on the next finger shattering it.
Shards of the promise ring he had given her embedded in her now-useless hand, she hurled her axe at him just to close the distance to grapple him.

All pretence of civility abandoned, they clawed, tore, kicked and bit. The greater mass of the man would have prevailed quickly if not for Mariannes' determination and greater skill, thus the fight was still in doubt. For half a candles' burn the fight continued, for many a tankard consumed and wager placed, for the skalds' tales. Then with the setting of the sun, the chieftain Marianne had been deposed - not dead, but exiled.

Bleeding and battered, Marian took to sea in a longboat due for Southern shores...

Personality Description: -
Marianne is serious and kind hearted, but with a gruff and brusk exterior. Knowing words are wasted breath and that it is better to choose your words like you choose your fights - carefully and considered, but once chosen do not renege upon them. Underneath it all, there's the soul of a romantic whom has seen the cold realities, the harsh decisions and unpleasant truths.
Still she yearns for her homeland, but secretly is pleased with the pleasures of the decadent south. Taking full advantage of all the luxuries that the world has to offer, whilst she still can.


Legendary Merchant of Pins

Lol, he said short, DSX!


Wasn't it :P
*Seriously, quite glad to do some proper posts - I've only been doing short posts recently. :(


Legendary Merchant of Pins

As I make my ranger, I realize without knowing a little more of the locale and background for the story, I may pick favored terrain and enemies which would be of little to no use to us. Would you prefer I pick blindly for possible "fish out of water" effect or would my PC be likely to have any background in this adventure and therefore relevant choices in those categories?


Legendary Merchant of Pins

The HP rolls!

Level 2 Ranger HP: 1d10 + 1 ⇒ (4) + 1 = 5
Level 3 Ranger HP: 1d10 + 1 ⇒ (3) + 1 = 4
Level 4 Ranger HP: 1d10 + 1 ⇒ (8) + 1 = 9
Level 5 Ranger HP: 1d10 + 1 ⇒ (7) + 1 = 8
Level 6 Ranger HP: 1d10 + 1 ⇒ (7) + 1 = 8
Level 7 Ranger HP: 1d10 + 1 ⇒ (8) + 1 = 9

1 better than the average! I'll take it


I saw a few topics come up here and in chat that I figured I'd address for you guys.

pinvendor wrote:
As I make my ranger, I realize without knowing a little more of the locale and background for the story, I may pick favored terrain and enemies which would be of little to no use to us. Would you prefer I pick blindly for possible "fish out of water" effect or would my PC be likely to have any background in this adventure and therefore relevant choices in those categories?

There will be little background given out ahead of time as the adventure does not require it. If you guys are going for the Robin Hood theme then I'm assuming you're already an established party of Rogues/Adventurers/whatever... and can muster up some sort of story for what you were doing beforehand. The setting takes place largely in a small village/hamlet and will not give you the opportunity to buy items during the adventure so you may want to plan accordingly. I have some plothooks to hand out that will kickstart the adventure and why you are motivated to take part.

I don't think it'd be fair to make you blindly select class abilities that have no relevance to the game so don't hesitate to ask for info to enhance your character.

For the local, plan on walking through a lot of forest (dense and light). Following that, there will be a mix of Urban, Dungeon(underground) and some planes/fields in that order. Enemies will include, but are not limited to Humanoids, Animals, Undead, Fey and Outsiders.

The Leadership Feat was also brought up and I'm fine with it. I think the party could use an extra player or two anyway. If Pin is going for the Robin Hood character than it also fits thematically.


Legendary Merchant of Pins

I have been working hard on my character. The Leadership feat is all based on a score...and I assume you will be making a cohort for my PC. I will try to get my finalized leadership score based on whether I choose to go with the animal companion or not.


How much longer do you guys need before we begin. Now that the holidays are finished I'm itching to get things started. I'll start making the initial game posts and handing out plothooks whenever you're ready.


I should finish Tucker today.


OPTION 2 - Paladin

Female Human (Linnorm) Paladin
LG medium humanoid (Human)
Init: +2; Senses (None), Perception: -1,
Languages: Common, Orcish.
--------------------
DEFENSE
--------------------
AC 21, touch 11, flat-footed 20 ACP= -0 (+6 Vs. Smite target)
HP 10+6d10+21(7HD)
Fort +14, Ref +9, Will +10
--------------------
OFFENSE
--------------------
Speed: 30 ft.
Melee: Greataxe +11, 1d12+7 (20/x3) S,
Full attack: Great-axe/ +11/+6/ for Damage: 1d12+4/ 1d12+4
With Power Attack
Greataxe +9, 1d12+13 (20/x3) S,
Full attack: Great-axe +9/+4 for Damage: 1d12+10/ 1d12+10
SMITING: +6 to hit; +7 Damage (+14 Vs Dragons/Undead/Demons)
Space: 5 ft. Reach: 5 ft.
Ranged: Throwing Axes +8, 1d6 (20/x2) S 10'range
Base Atk +7/+2; CMB +10; CMD 14

Learnt Witch Spells (CL 4th): ()
1st (3/day) - Divine Favour, Cure Light Wounds, Restoration (Lesser).
2nd (1/day) - Resist Energy (20 points)
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 16, Int 14, Wis 9, Cha 22 (17+1level+2human+2diadem)
Feats: (1) Combat Expertise (H)Power Attack (3) Noble Heritage (War) (5) Extra Channeling (7) Swift Aid

--------------------
SKILLS
--------------------
Acrobatics/ +
Appraisal/ +
Bluff/0 +
Climb/0 +0
Craft*/ +0
Diplomacy*/3 +
Disguise/0 +
Escape Artist/0 +
Fly/ +
Handle Animal*/0 +
Heal*/2 +
Intimidate/ +
Knowledge/ (Arcana) +
Knowledge/ (Dungeoneering) +
Knowledge/ (Engineering) +
Knowledge/ (Geography) +
Knowledge/ (History) +
Knowledge/ (Local) +
Knowledge/ (Nature)
Knowledge*/ (Nobility) +
Knowledge/ (Planes) +
Knowledge*/ (Religion) +
Linguistics/ +
Perception/ +
Perform ()/ +
Profession ()*/ +
Ride*/2 +
Sense Motive*/5 +
Spellcraft*/3 +
Stealth/ +
Survival/ +
Swim/0 +
Use Magic Device/ +
+20 more points
--------------------
GEAR/POSSESSIONS
--------------------

Magic Equipment: (upto 23,500GP spent)
Boots of Springing/Striding (5,500),
Cloak of the Yeti (4,000) {+1 Natural Armour, Endure Elements, (+2 to intimidate}
Great-Axe +1 (2,000)
+2 Cha Diadem (4,000)
Armour....Maybe Full Plate? Not sure it fits.

------------
SPECIAL ABILITIES
------------
Traits: Some Trait +1 to Survival & it's a class skill.
Something Else Trait

Still lots to do on this!!!


A dashing swordsman who has long searched for the missing father he has never met.

Spoiler:
Male human arcane duelist 7
CG Medium humanoid (human)
Init +6; Senses Perception +10
--------------------
DEFENSE
--------------------

AC 21, touch 15, flat-footed 16 (armor +6, Dex +5)
hp 52 (7d8+14)
Fort +3, Ref +10, Will +5
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee bonded +1 keen rapier +12 (1d6+4/15-20)
Ranged mwk composite [+3] shortbow +11 (1d6+3/x3)
Special Attacks bardic performance (25 rds/day)
Spells Known (CL 7th, concentration +12)
3rd (2/day)-dispel magic, haste
2nd (4/day)-bladed dash, glitterdust (DC 15), mirror image, versatile weapon
1st (5/day)-charm person (DC 14), cure light wounds, grease (DC 14), saving finale, unseen servant
0 (at will)-detect magic, light, mage hand, mending, prestidigitation, read magic
--------------------
STATISTICS
--------------------

Str 16, Dex 20, Con 12, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 23
Feats Extra Performance, Weapon Finesse, Arcane Strike, Combat Casting, Weapon Focus (rapier), Dazzling Display, Disruptive, Lingering Performance
Skills Acrobatics +20, Diplomacy +13, Intimidate +13, Knowledge (arcana) +10, Perception +10, Perform (oratory) +13, Perform (string) +15
Traits Focused Mind, Reactionary
Languages Common
Combat Gear +1 keen rapier, mwk composite [+3] shortbow, common arrows (40), +2 mithral shirt
Other Gear entertainer’s outfit, mwk lute, mwk backpack, belt pouch, bedroll, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), waterskin, belt of incredible dexterity +2, boots of elvenkind, ring of feather falling
Assets 594 gp
--------------------
SPECIAL ABILITIES
--------------------

Rallying Cry (Su) Makes an Intimidate check each round; allies within 30 feet can substitute this check for their saving throw against fear and despair effects. Those already affected by fear and despair effects can use the check result as a new save.
Distraction (Su) Makes a Performance (oratory) check each round; allies within 30 feet can substitute this check for their saving throw against illusion (figment) and illusion (pattern) effects if it is higher. Those already affected by non-instantaneous illusion (figment) and illusion (pattern) effects can use the check result as a new save.
Fascinate (Su) Can fascinate up to two targets within 90 feet (DC 14). Targets sit quietly and listen to performance, while taking a -4 penalty to skill checks made as reactions (i.e. Perception).
Inspire Courage (Su) Allies that can perceive performance receive a +2 competence bonus to attack and weapon damage rolls, and a +2 morale bonus to saving throws against charm and fear effects.
Inspire Competence (Su) As long as the performance goes on, grants a +3 competence bonus on skill checks with a particular skill to an ally within 30 feet.
Bladethirst (Su) Can use performance to grant a weapon within 30 feet a +1 enhancement bonus that stacks with any existing enhancement bonuses. This bonus may be used to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding.
Arcane Bond (Sp) Once per day, can use arcane bond to cast any spell known. In addition, can magically enhance bonded item without item creation feats, so long as the prerequisites for the appropriate feats are met.


OPTION 1 - Barb/Witch (A spirit talker)

Female Human (Linnorm) Witch/2;Barbarian/5
CG medium humanoid (Human)
Init: +2; Senses (None), Perception: -1,
Languages: Common, Giant.
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 ACP= -0
HP 12+2d6+4d12+21(7HD) (+21 when Raging)
Fort +7 (+3 when Raging), Ref +3, Will +3 (+2 when Raging)
--------------------
OFFENSE
--------------------
Speed: 50 ft.
Melee: Greataxe +11, 1d12+1d6+7 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +11/+6/+6/+2/+9 for Damage: 1d12+1d6+7/1d12+1d6+7/1d4+2/1d3+2/1d4+3
With Power Attack
Greataxe +9, 1d12+1d6+13 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +9/+4/+4/0/+7 for Damage: 1d12+1d6+13/1d12+1d6+13/1d4+6/1d3+6/1d4+3
When Raging
Greataxe +13, 1d12+1d6+10 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +13/+8/+8/+4/+9 for Damage: 1d12+1d6+10/1d12+1d6+10/1d4+3/1d3+3/1d4+3
With Power Attack
Greataxe +11, 1d12+1d6+16 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +9/+4/+4/0/+7 for Damage: 1d12+1d6+16/1d12+1d6+16/1d4+7/1d3+7/1d4+3
Space: 5 ft. Reach: 5 ft.
Ranged: Throwing Axes +7, 1d6 (20/x2) S 10'range
Base Atk +6/+1; CMB +11 (+13 raging); CMD 17 (raging 19)

Learnt Witch Spells (CL 4th): ()
0th (at Will) - Dancing Lights, Detect Magic, Guidance, Mending
1st (3/day) - Cure Light Wounds, Enlarge, Ill-Omen, Mage Armour, Obscuring Mist.

--------------------
STATISTICS
--------------------
Str 20, Dex 14, Con 16, Int 13, Wis 9, Cha 16
Feats: (1) Raging Vitality (H)Power Attack (3) Extra Hex (Healing) (5) Extra Rage Power (Animal Fury) (7) Extra Rage Power (Something Else!!!)

--------------------
SKILLS
--------------------
Acrobatics*/ +
Appraisal/ +
Bluff/0 +
Climb*/0 +0
Craft*/ +0
Diplomacy/ +
Disguise/0 +
Escape Artist/0 +
Fly*/ +
Handle Animal*/0 +
Heal*/ +
Intimidate*/ +
Knowledge*/ (Arcana) +
Knowledge/ (Dungeoneering) +
Knowledge/ (Engineering) +
Knowledge/ (Geography) +
Knowledge*/ (History) +
Knowledge/ (Local) +
Knowledge*/ (Nature)
Knowledge/ (Nobility) +
Knowledge*/ (Planes) +
Knowledge/ (Religion) +
Linguistics/ +
Perception*/ +
Perform ()/ +
Profession ()*/ +
Ride*/ +
Sense Motive/ +
Spellcraft*/ +
Stealth/ +
Survival*/ +
Swim*/0 +
Use Magic Device*/ +
+ 38more points
--------------------
GEAR/POSSESSIONS
--------------------

Magic Equipment: (upto 23,500GP spent)
Boots of Springing/Striding (5,500),
Cloak of the Yeti (4,000) {+1 Natural Armour, Endure Elements, (+2 to intimidate)}
Flaming Great-Axe +1 (8,000)

------------
SPECIAL ABILITIES
------------
Traits: Magical Knack +2CL upto HD
Something Else Trait
Familiar: ????
Hexes: Warding (+2 to AC & saves until failure)
Healing (CLW)
Hair Hex (Hair Attack)
Rage Powers Spirit Totem (Lesser) : BAB+Cha attack with 1d4+Cha damage.
Elemental Rage (Lesser): 1/rage +1d6 energy damage to each weapon attack.
Animal Fury: A Bite Attack at BAB-5 for 1d4+1/2 str damage.
Favoured Class: Barbarian:
Trap Sense:
Uncanny Dodge:
Improved Uncanny Dodge:


A disgraced cleric who found redemption in a far-away land.

Spoiler:

Tucker
LG Human male cleric 5/monk 2 (Qi Zhong)
Init: +2 ; Senses Perception +9

DEFENSE

AC 19, touch 19, flat-footed 12 (armor +2, dodge +1, monk +4, dex +2)*
hp 54 Fort +11; Ref +8; Will +14
Defense Abilities evasion

OFFENSE

Speed 30 ft.
Melee +10 heavy mace (1d8+2), +9 unarmed (1d6+2)
Space 5 ft.
Special Attacks Flurry of blows (unarmed or with heavy mace) +0/+0
Spells (CL 5, Concentration +9) (4/4+1/3+1/2+1; )

STATISTICS

Str 15(13), Dex 14(12), Con 14(12), Int 11, Wis 18, Cha 15
Base Atk +7; CMB +9 (7+2); CMD +25 (10+7+2+2+4)*
Feats Extra channel, dodge, weapon focus (heavy mace), crusader’s flurry, combat reflexes (2 extra AoO), selective channeling (exclude 2).
Skill Acrobatics +6, Climb +5, Diplomacy +10, Perception +9, Sense Motive +12, Spellcraft +8, Stealth +6, Swim +6
SQ (provide all special qualities not otherwise covered above)*
Languages Common, Tian
Equipment Belt of Physical Perfection +2 (16,000), Bracers of Armor +2 (4,000), +1 heavy mace (2362), holy symbol tattoo (2@100), cleric’s kit (16), ioun torch (75), 863 gp

SPECIAL ABILITIES

AC Bonus (Ex): When unarmored and unencumbered, add WIS (+4) bonus to AC and CMD.
Aura (Ex): Strong aura, NG.
Channel Energy (Su): Channel positive energy 3d6, Will save DC 14, 7/day (extra channel).
Domains: Healing, protection.
Evasion (Ex):
Flurry of Blows (Ex): Flurry as full-attack action.
Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 2 (1 for every two cleric levels you possess.) You can only use this ability on a creature that is below 0 hit points. You can use this ability 7 times per day (3 + your Wisdom modifier).
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 7 times per day (3 + yourWisdom modifier).
Stunning Fist (Ex): Fort save 17 or stunned (declare before attack), 3/day.
Unarmed Strike: Unarmed strike, lethal or nonlethal, for 1d8+1.

Protection Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field,7th—repulsion, 8th—mind blank, 9th—prismatic sphere.


Legendary Merchant of Pins

Last son of a fallen house...

Animal Companion Version:
Drexum Livas
Male Half-Elf Cavalier (Huntmaster) 1/Ranger (Skirmisher) 6
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +15
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 54 (7d10+7)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+2/×2)
Special Attacks challenge, favored enemies (animals +2, humans +4)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 16, Wis 13, Cha 16
Base Atk +7; CMB +9; CMD 22
Feats Boon Companion, Endurance, Ferocious Loyalty, Leadership, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits affable, reckless
Skills Acrobatics +14, Bluff +10 (+12 vs. animals, +14 vs. humans), Climb +9, Diplomacy +12 (+14 to gather information.), Disguise +6, Handle Animal +10, Heal +8 (+9 when used on someone other than yourself), Knowledge (geography) +10 (+12 vs. animals, +14 vs. humans, +12 while in forest terrain), Knowledge (local) +10 (+12 vs. animals, +14 vs. humans), Knowledge (nature) +10 (+12 vs. animals, +14 vs. humans), Perception +15 (+17 vs. animals, +19 vs. humans, +17 while in forest terrain), Ride +8, Sense Motive +8 (+10 vs. animals, +12 vs. humans), Stealth +12 (+14 while in forest terrain), Survival +8 (+10 vs. animals, +12 vs. humans, +10 while in forest terrain, +11 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception, ride mount, shield's skills
Languages Common, Elven, Halfling, Infernal, Sylvan
SQ bestial challenge, combat styles (archery), elf blood, favored terrain (forest +2), hunter's bonds (animal companion), hunter's tricks, hunter's tricks (trick shot), hunting pack, orders (order of the shield), tactician, track, wild empathy
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Special Abilities
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+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bestial Challenge (Ex) Hunting pack also gets challenge bonuses and penalties.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Hunter's Trick (Trick Shot) (Ex) As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Pack +0 (Ex) Animal companions gain listed bonus to Survival to track.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Tactician (Ferocious Loyalty) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Luring Archer Version:
Drexum Livas
Male Half-Elf Cavalier (Luring Cavalier) 1/Ranger (Skirmisher) 6
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +15
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 61 (7d10+14)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
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Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+2/×2)
Special Attacks far challenge, challenge, favored enemies (animals +2, humans +4)
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Statistics
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Str 14, Dex 17, Con 13, Int 16, Wis 13, Cha 16
Base Atk +7; CMB +9; CMD 22
Feats Endurance, Ferocious Loyalty, Leadership, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Toughness, Weapon Focus (longbow)
Traits affable, reckless
Skills Acrobatics +14, Bluff +10 (+12 vs. animals, +14 vs. humans), Climb +9, Diplomacy +12 (+14 to gather information.), Disguise +6, Handle Animal +10, Heal +8 (+9 when used on someone other than yourself), Knowledge (geography) +10 (+12 vs. animals, +14 vs. humans, +12 while in forest terrain), Knowledge (local) +10 (+12 vs. animals, +14 vs. humans), Knowledge (nature) +10 (+12 vs. animals, +14 vs. humans), Perception +15 (+17 vs. animals, +19 vs. humans, +17 while in forest terrain), Ride +8, Sense Motive +8 (+10 vs. animals, +12 vs. humans), Stealth +12 (+14 while in forest terrain), Survival +8 (+10 vs. animals, +12 vs. humans, +10 while in forest terrain, +11 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception, ride mount, shield's skills
Languages Common, Elven, Halfling, Infernal, Sylvan
SQ combat styles (archery), elf blood, favored terrain (forest +2), hunter's bonds (animal companion), hunter's tricks, hunter's tricks (trick shot), orders (order of the shield), tactician, track, wild empathy
--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Far Challenge +1 (2/day) (Ex) +1 to damage target, target gains +4 to attack rolls vs cavalier
Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Hunter's Trick (Trick Shot) (Ex) As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Hunter's Tricks (4/day) (Ex) Various tricks.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield's Challenge +1 () (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Tactician (Ferocious Loyalty) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Let me know what you guys think.


After travelling to the South, finding the lands soft but full of luxuries, Marianne imposes her will upon a hamlet. After learning that their liege is exploiting them and taxing them overly. She challenges the Lord at court, though soon she learns the niceties of the nobilities - only just managing to hold her tongue at some slights.


Any feedback on characters, Doug? Oh, my will save is only +13, not +14.


Everything is looking great so far. I'm just waiting for more finalized of some characters. DSX is still deciding on what class to play and I haven't seen Pin in chat for a while so I don't quite know where he is at.

Morph looks pretty complete although I'd maybe recommend returning some of your more mundane items and maybe try to use that left over GP on a Cloak of Resistance to boost some of those lower Saves. Excellent selection of buffs, the party will need them.

Treppa, I may be mistaken but shouldn't your Flurry of Blows be higher than 0/0 and your BAB lower than +7? I'd also recommend trading out Tian for another language since it won't be relevant to the campaign. Id suggest any of the more common humanoid languages. Love the flavor of a flurrying cleric though. Evasion was also a good idea.


Legendary Merchant of Pins

When you say you don't know where I am at, does that include my post above? I only just now saw the starting gold had been updated (doh!) so I will get my equipment done soon.


I went ahead and got rid of the bow. It's a nice option, but at this level, I don't see it being terribly effective seeing as I don't have even the most basic archery feats.

That gives me just enough gold to get a cloak of resistance - I honestly forgot to grab one.


Savage Shaman AC15

So I'm going with the Barbarian/Witch combo, it needs a touch more work & might not be the most survivable/suitable choice but it should be fun.

*PS This avatar might change picture due to her looking a touch stern.

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