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Da GM |
![Zon-Kuthon](http://cdn.paizo.com/image/avatar/ZonKuthon_final.jpg)
An Evil sorcerer has a cunning plan. He hopes to reawaken the bones of an ancient dracolich and appease it with a sacrifice of dragon eggs. After much searching, the sorcerer has discovered a draconic nursery dedicated to the youth of dragonkind. However, the sorcerer's minions haven't managed to procure him enough eggs or hatchlings to bring to fruition, so he decides to dupe a few heroes into doing his dirty work for him!
-You will begin at 7th level
-20 point buy
-Im using only the core rulebook. I want to have a kind of dirt orginal adventure. Only races and classes from core.
- 5,000 gp to start
- Chaotic alignments both evil and good are not allowed. Good is mildly discouraged, normally good PC's aren't going to aid an Evil Sorcerer >.>
- I want to add another race to this kind of a house rule:
Half-Draconic
Racial Adjustment: +2 to Strength and Wisdom, -4 to Charisma.
Size: Large or Hulking is a better word
Speed: 30 feet
Draconic Fury: Once every 48 hours you can enter in a state of draconic fury flooding your veins and growing scales. You get a +2 to AC, Fort, Will, and 1 stat of choice. Effects of fear and enchantments are voided. You MAY switch one of your stats with Str. When in fury, casting ANY spell must be done as if casting defensively. If you planned to cast defensive, you take a -2 penalty. When you end your rage, you can only take a half action next turn as you are exhausted from the fury.
Note: If you play a Half-Draconic Sorcerer. You MUST have your bloodline as Draconian.
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CampinCarl9127 |
![Gambler](http://cdn.paizo.com/image/avatar/PZO1124-Gamblr_90.jpeg)
Dotting for interest. Interesting how we're limited to 5000gp with 7th level characters, perhaps seeking a more "natural ability" feel to the PC's power?
I like the half-draconic sorcerer restriction. "If you play a sorcerer with a race that gives a -4 to charisma..."
Definitely thinking of trying out the house ruled race, most likely with a martial character.
When you say only classes from core, how does that restriction extend to the archetypes?
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CampinCarl9127 |
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Da GM |
![Zon-Kuthon](http://cdn.paizo.com/image/avatar/ZonKuthon_final.jpg)
So far we have:
Asher- Cleric
Orgirdor- Monk
CampinCarl- Barbarian
The Barbarian looks fine, that str is pretty scarey and that doesn't even include Rage or Draconic fury ;D could use a backstory. Monk..needs some work.
Also if everyone could put the following info in their "Classes/Levels" portion of profile : Hp, AC, Touch AC, Flat Footed, Perception, Fort, Will, Ref, CMB, CMD, and Initiative. It appears as soft grey under your name when you post.It makes life easier for the GM
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Erwarth |
![Elvish Fighter](http://cdn.paizo.com/image/avatar/heroguy.jpg)
I wouldn't mind joining in as well, still finishing this Magus, a Hexcrafter and Spell Dancer archetypes, for the campaign and would like to know if it works or if there are problems. (Still filling out the gear portion).
Time wise, I can post in Eastern Time evenings & nights (~6pm to 1 AM) and some mornings. No limit to the days of the week though.
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Seth86 |
![Seryzilian](http://cdn.paizo.com/image/avatar/PZO9258-BlackDragon2_500.jpeg)
Here is my Crunch for Anapa
Anapa
Male Human (Azlanti) Cleric (Undead Lord) of Charon 7
NE Medium humanoid (human)
Init +0; Senses low-light vision; Perception +3
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Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 45 (7d8+7)
Fort +5, Ref +2, Will +8
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Offense
--------------------
Speed 20 ft.
Melee heavy mace +5 (1d8)
Special Attacks channel negative energy 9/day (DC 19, 4d6), death's kiss
Cleric (Undead Lord) Spells Prepared (CL 7th; concentration +10):
. . 4th—enervation{super}D{/super}, restoration
. . 3rd—animate dead{super}D{/super}, blindness/deafness (DC 17), cure serious wounds, meld into stone
. . 2nd—communal protection from good{super}UC{/super}, cure moderate wounds, desecrate, ghoul touch{super}D{/super} (DC 16), undetectable alignment (DC 15)
. . 1st—cause fear{super}D{/super} (DC 15), cure light wounds, cure light wounds, cure light wounds, protection from good, ray of sickening{super}UM{/super} (DC 15)
. . 0 (at will)—detect magic, light, resistance, stabilize
. . D Domain spell; Domains Death, Undead
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 17, Cha 18
Base Atk +5; CMB +5; CMD 15
Feats Command Undead, Extra Channel, Improved Channel, Selective Channeling, Spell Focus (necromancy), Undead Master[UM]
Traits blood of dragons, friend of the dead (geb)
Skills Diplomacy +10, Heal +11 (+12 circumstance to treat wounds or deadly wounds), Knowledge (arcana) +6, Knowledge (religion) +6, Linguistics +6, Sense Motive +9, Spellcraft +6
Languages Abyssal, Azlanti, Common, Draconic, Infernal
SQ aura, corpse companion, variant channeling (undeath variant channeling)
Combat Gear healer's kit; Other Gear mithral chainmail, masterwork heavy steel shield, heavy mace, backpack, masterwork, bedroll, hip flask, surgeon's tools, unholy symbol with flask (Charon), gold unholy symbol (Charon), tiger, 448 gp, 9 sp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 4d6 (9/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 19) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Death's Kiss (3 rounds, 6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Friend of the Dead (Geb) +2 trait bonus on Diplomacy checks against sentient undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Master Animate and command more undead
Undeath Variant Channeling Enhanced healing for Undead
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Tiger
Tiger Skeleton (Pathfinder RPG Bestiary 0)
NE Large undead
Init +7; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 11 (+3 Dex, -1 size, +2 natural)
hp 31 (6d8)
Fort +2, Ref +5, Will +5
DR 5/bludgeoning; Immune cold, undead traits
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Offense
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Speed 40 ft.
Melee bite +9 (2d6+6) and
. . claw +9 (1d6+6) and
. . 2 claws +9 (1d8+6)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 23, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Initiative
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +7, Stealth +3; Racial Modifiers +4 Acrobatics, +4 Stealth
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Special Abilities
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Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
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Seth86 |
![Seryzilian](http://cdn.paizo.com/image/avatar/PZO9258-BlackDragon2_500.jpeg)
Anapa
Male Human (Azlanti) Cleric (Undead Lord) of Charon 7 (Pathfinder RPG Ultimate Magic 0)
NE Medium humanoid (human)
Init +0; Senses low-light vision; Perception +3
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Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 45 (7d8+7)
Fort +5, Ref +2, Will +8
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy mace +5 (1d8)
Special Attacks channel negative energy 9/day (DC 19, 4d6), death's kiss
Cleric (Undead Lord) Spells Prepared (CL 7th; concentration +10):
. . 4th—enervation{super}D{/super}, restoration
. . 3rd—animate dead{super}D{/super}, blindness/deafness (DC 17), cure serious wounds, meld into stone
. . 2nd—communal protection from good{super}UC{/super}, cure moderate wounds, desecrate, ghoul touch{super}D{/super} (DC 16), undetectable alignment (DC 15)
. . 1st—cause fear{super}D{/super} (DC 15), cure light wounds, cure light wounds, cure light wounds, protection from good, ray of sickening{super}UM{/super} (DC 15)
. . 0 (at will)—detect magic, light, resistance, stabilize
. . D Domain spell; Domains Death, Undead
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 17, Cha 18
Base Atk +5; CMB +5; CMD 15
Feats Command Undead, Extra Channel, Improved Channel, Selective Channeling, Spell Focus (necromancy), Undead Master[UM]
Traits blood of dragons, friend of the dead (geb)
Skills Diplomacy +9, Heal +10 (+11 circumstance to treat wounds or deadly wounds), Knowledge (arcana) +5, Knowledge (religion) +5, Linguistics +6, Ride +3, Sense Motive +8, Spellcraft +5
Languages Abyssal, Azlanti, Common, Draconic, Infernal
SQ aura, corpse companion, variant channeling (undeath variant channeling)
Combat Gear healer's kit; Other Gear mithral chainmail, masterwork heavy steel shield, heavy mace, backpack, masterwork, bedroll, hip flask, surgeon's tools, unholy symbol with flask (Charon), gold unholy symbol (Charon), tiger, chain shirt barding, riding saddle, exotic, 18 gp, 9 sp
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Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 4d6 (9/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 19) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Death's Kiss (3 rounds, 6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Friend of the Dead (Geb) +2 trait bonus on Diplomacy checks against sentient undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Master Animate and command more undead
Undeath Variant Channeling Enhanced healing for Undead
--------------------
Tiger
Tiger Skeleton (Pathfinder RPG Bestiary 0)
NE Large undead
Init +7; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, -1 size, +2 natural)
hp 35 (7d8)
Fort +2, Ref +5, Will +5
DR 5/bludgeoning; Immune cold, undead traits
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Offense
--------------------
Speed 40 ft.
Melee bite +9 (2d6+6) and
. . 2 claws +9 (1d8+6)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 23, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Initiative
Skills Acrobatics +5, Stealth +1; Racial Modifiers +4 Acrobatics, +4 Stealth
Other Gear chain shirt, riding saddle, exotic
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Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.