| GM Banesama |
A tale that is older than time itself. A place, part-myth, party-imagination, part-truth, that is filled with wondrous treasure and incredible peril. This place could be the top of any adventurer's career, or the end of it.
Some of the stories say it overflows with jewels, gold, and magical items. Others say it isn't guarded, but still others warn against the incredibly powerful forces that guard the entrance. None of the stories seem to match.
Located at the edge of all that is known, it appears to change where it is located, and sometimes not be there at all. No one is certain when it will come back, or where, but they know they want to be there when it reappears. They want what it can bring them, regardless of the danger. They want Dragon Mountain.
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Your group has been together for some time. Traveled many lands, faced many dangers, obtained wealth and fame, but now the rumors have started. A mysterious mountain has appeared, promising a new adventure and your adventuring party must explore this new mystery. Your group follows the rumors and wind up in a small town called Harker's Ferry. Will this lead to your goal, only time will tell...
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Will Select 6 to 8 Players
Level 10
Races: Core Races + Aasimar, Catfolk, Dhampir, Drow, Fletchling, Goblin, Hobgoblin, Ifrit, Kobold, Orc, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine + Kitsune, Nagaji, Wayang
Classes: Core, Base, Hybrid classes only, unchained where available, minus samurai, ninja and gunslinger
Variant MultiClassing allowed and Archtypes need approval.
Alignment: No Evil or Chaotic Neutral
Two Traits, no Drawbacks
25 point buy
Max HP @ 1st level; Half HD +1 for every level after 1st.
Background Skills
Only Offical Paizo material is valid. (No 3rd party)
Starting Gold: 62,000
-Up to 15,500 on Weapons (8,500 max on one item)
-Up to 15,500 on Armor and Protective Devices (4,500 max on one item)
-Up to 15,500 on Other Magical Items (5,000 max on one item)
-Up to 9,300 on Disposable Items such as Potions, Scrolls, and Wands
Deadline on March 14.
**First 6 characters I choose will be based on a "balanced" party, but that can be a lot of things. If enough entries are available, I will use a lottery to fill the 7th and 8th spot.**
-Someone with rogue abilities. (A lot of traps)
-Healing is always a must.
-Arcane will be helpful.
-Offense Heavy, Defense Heavy, or Balanced. (Either of these can work)
Jesse Heinig
|
Dotting in.
First concept is an Unchained Monk, he will be Heavy Offense.I saw Jesse Heinig may have been interested in the other thread and I've had great fun creating a linked character with him before...I'm always down to continue the otters Mr. H ;)
I would be delighted to tag-team with you again Mr. Wasted!
william Nightmoon
|
Dot diddity dot.
Hmmm... Goblin alchemist, going for a high damage Bomber. Will focus all my attentions into bomb/mutigen discoveries, however I'm gonna go into the master chemist prestige class.
Also I would like to use the Archetype Blazing Torchbearer
| Khaz Cloudbreaker |
Exploring a mysterious mountain? Lots of traps? The probably need to shoot a dragon? Sounds like a job for a dwarf!
Party Role: Ranged combat (Zen Archer) scouting (+22 stealth), traps (trapfinding, +28 perception to find traps, +23 disable)
Add in AC29, and a combo of dwarf+monk saves, and he should be durable enough as well.
Still need to add in extra bits, which will be updated in profile. But just about done for the crunch.
If there are any errors, please tell me.
Name: Khaz Cloudbreaker
Classes Qinggong Zen Archer (10)
Str (16) Dex (16) Con (16) Int (11) Wis (20) Cha (8) Fort (+12/+17) Ref (+12/+17) Will (+14/+19) HP (103) AC (25 / 29 with barkskin)
With items included
Racial
* Darkvision
* Greed
* Hardy
* Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
Traits
* Trap Finder (You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.)
* Glory of Old (+1 all saves against spells, spell like effects and poison)
Skills 4 per level
* Perception: 10 skill points (+23 / +28 for traps)
* Disable Device: 10 skill points (+23)
* Stealth: 10 skill points (+22)
* Intimidate: 10 skill points (+12)
Background Skills
* Profession-Mercenary: 10 skill points (+18)
* Knowledge History: 10 skill points (+13)
Weapons 12,800
* Composite Longbow (+3 strength modified, +2 enchantment) 8,800
* Headband of Inspired Wisdom (+2) 4,000
Protection 14,000
* Ring of Protection (+1) 2,000
* Cloak of Resistance (+2) 4,000
* Bracers of Armor (+2) 4,000
* Belt of incredible dexterity (+2) 4,000
Other Magic Items-Embedded Ioun Stones 15,500
* Clear Spindle (no food or water needed) 4,000
* Eastern Star (comprehend languages) 4,000
* Pale Ruby Trillian (+5 stealth) 5,000
Other Magic Items
* Eyes of the Eagle (+5 perception) 2,500
Potions, Wands and Scrolls 9.300
* 4 potions of fly 3,000
* 5 potions of invisibility 1,500
* 5 potions of levitate 1,500
* 5 potions of cure moderate wounds 1,500
* 1 potion of lesser restoration 300
* 2 wands of infernal healing 1,500
Mundane
* Masterwork thief tools (+2 disable device) 250
* 100 durable masterwork arrows (+1 hit, don't break) 700
* 20 durable masterwork blunt arrows (+1 hit, blunt, don't break) 160
* 20 silver blunt arrows (blunt, silver) 8 gold
* Fighter's Kit 9
* About 10,000 gold left
Feats
* Inproved Unarmed Strike (1d10)
* Point Blank Shot (lvl 1 feat)
* Precise Shot (lvl 1 monk bonus feat)
* Perfect Shot (lvl 1 monk class feat)
* Dodge (lvl 2 monk class feat)
* Weapon Focus Longbows (lvl 2 monk class feat)
* Point Blank Master (lvl 3 monk class feat)
* Deadly Aim (lvl 3 feat)
* Toughness (lvl 5 feat)
* Weapon Specialization Longbows (lvl 6 monk class feat)
* Improved Precise Shot (lvl 6 monk bonus feat)
* Steel Soul (lvl 7 feat)
* Ironskin (lvl 9 feat)
* Improved Critical Longbows (lvl 10 monk bonus feat)
Monk
* Zen Archer: (Wis to hit with bows)
* Fast Movement: (30ft movement)
* Wholeness of Body (At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.)
AC Bonus
* When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
* These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows
* Bows only
* Full attack +8/+8/+3/+3
* Can't be combined with rapid shot or manyshot
Ki Pool 9 points, swift action
* Unarmed attacks are magical, cold iron and lawful if have at least 1 ki point remaining
* Increase the range increment for his bow by 50 feet for 1 round (1 ki point)
* Barkskin (1 ki point. 100 min, +4 Enchantment bonus to natural armor) - replaces slow fall
* Make one additional attack at his highest attack bonus when making a flurry of blows attack (1 ki point)
* Increase his speed by 20 feet for 1 round (1 ki point)
* Give himself a +4 dodge bonus to AC for 1 round (1 ki point)
* Ki Arrows: make arrows do 1d10 damage (1 ki point)
* Power Attack (1 ki point for the feat) - replaces high jump
Khaz, while a student of Karak Bryn, has long since fallen from its ideals. Many, many years ago he left his hold and the rolling hills that they rested upon in search of his own glory and his own fortune. He fell into the life of a mercenary.
This, he did for several years. But the problem with being a mercenary is that your pay only comes when there are wars to fight. And mercenaries without wars soon turn to crime. Khaz fell in with a group of tomb robbers. His nimble fingers, excellent site, and ability to put an arrow through a man's eye at a hundred yards away, all made him quite useful.
That line of work came to an abrupt end when drinking in a tavern. A group of adventurers came in, flush with more gold than he had ever seen before. And that is when two and two came together. Adventurers killed for money. Adventurers went into ancient ruins and crumbling towers, and the smart ones were able to disarm a trap or two and open locked doors. The difference between them and himself was in the quality of targets, and the quality of companions. Maybe it was the ale, but it all made sense. It was a life changing moment.
For the next few years Khaz worked as hired muscle for the Aspis Consortium, plundered ancient temples for the Pathfinders, smuggled for the Sczarni, and in general hired himself out to whomever would hire him.
As the gold flowed in, a curious thing happened. While he told himself that it was all about the gold, it soon became for the thrill. On several occasions he had to stare death in the eye, and each and every time that happened it just made him feel all the more alive.
Now he chases the rumors of Dragon Mountain. Because, if the legends are true, everything that he is chasing can be found inside.
| ElegantlyWasted |
I'm going to probably go with a Dwarf or Tiefling Summoner. Synthesist Archetype. The dwarf will probably be heavy defense and the Tiefling heavy offence. So just trying to decide which to go for.
Per creation rules you must use Unchained. Synthesist is not compatible with Unchained Summoners
| That Sean fellow |
That Sean fellow wrote:I'm going to probably go with a Dwarf or Tiefling Summoner. Synthesist Archetype. The dwarf will probably be heavy defense and the Tiefling heavy offence. So just trying to decide which to go for.Per creation rules you must use Unchained. Synthesist is not compatible with Unchained Summoners
It was pointed out but I thought that GM Banesama cleared it for me to use in the previous thread?
@GM Banesama can we please get a verdict?
I don't mind if it's not allowed. Just have to know so I can come up with summin else if that's the case.
| Hubaris |
I would be interested as well. I have a Steel-Breaker / Mutagenic Mauler Brawler (VMC Bard) who specializes in destroying items and splitting walls in half. Let me know if they're cool to use!
Mechanics
Bodrin the Wall Splitter
CG Human Brawler (Steel-Breaker / Mutagenic Mauler) 10 (Favored Class)
VMC Bard
Hit Points: 89 (10 [HD 1] + 5.5*9 [HD Past 1] + 2*10 [Con] + Toughness)
Initiative: 4 (+3 Dex, +1 Ioun Stone)
Str: 20 (+2 Racial, +1 4th level, +2 Enhancement)
Dex: 16 (+1 8th level)
Con: 14
Int: 10
Wis: 16 (+2 Enhancement)
Cha: 11
Racial Traits: Bonus Feat, Skilled
Character Traits: Armor Expert, Bandit
Saving Throws:
Fortitude: 11 (+7 Base, +2 Con, +2 Cloak)
Reflex: 12 (+7 Base, +3 Dex, +2 Cloak)
Will: 8 (+3 Base, +3 Wis, +2 Cloak)
Armor Class: 21 (+2 with Mutagen)
(+10 Base, +3 Dex, +6 Medium Armor, +1 Ring of Protection, +1 Amulet)
Touch Armor Class: 14
(+10 Base, +3 Dex, + 1 Ring of Protection)
Flat Footed Armor Class: 18 (+2 with Mutagen)
(+10 Base, +6 Medium Armor, +1 Ring of Protection, +1 Amulet)
Attack Rolls: 17 (+10 BAB, +5 Strength, +2 Enhance)
Brawler’s Flurry: 15
Power Attack: 14
Power Attack Flurry: 12
Damage: 1d6 + 9 (+5 Str, +2 (2 Handed), +2 Enhance)
Damage (Power Attack): 1d6 + 18
Damage (Mutagen): 1d6 + 15 (+7 Str, +3 (2 Handed), +3 Mutation, +2 Enhance)
Damage (Mutagen, Power Attack): 1d6 + 24
CMB: 15 (+11 with Sunder)
(+10 BAB, +5 Str)
CMD: 29 (+10 Versus Trip, +10 Versus Grapple, +7 Versus Sunder, +3 Versus Disarm)
(+10 Base, +10 BAB, +5 Str, +3 Dex, +1 Ring of Protection)
Strength Check to Break Objects: +19 (+5 Strength, +4 Untwisting Iron Skin, +10 Shrapnel Strike)
Feats:
HD1: Power Attack
HBF: Toughness
Br1: Improved Unarmed Strike
Br2: Two-Weapon Fighting, Improved Sunder
HD3: VMC Bard – Bardic Knowledge
HD5: Perfect Style
Br5: Shrapnel Strike
HD7: VMC Bard – Inspire Courage, Inspire Competence (-4)
Br8: Improved Two-Weapon Fighting, Greater Sunder
HD9:Untwisting Iron Strength
Abilities (Brawler Level):
1) Brawler's cunning, mutagen, martial training, unarmed strike
2) Bonus combat feat, brawler's flurry
3) Sunder training +2
4) Beastmorph (low-light vision, +10 base speed), knockout 1/day
5) Bonus combat feat, exploit weakness, close weapon mastery
6) Mutagen (+2 damage)
7) Sunder training +3
8) Bonus combat feat, improved brawler's flurry
9) Beastmorph (darkvision, climb speed)
10) Discovery (infuse mutagen), knockout 2/day
Abilities VMC
1) Bardic Knowledge
2) Inspire Courage, Inspire Competence (6th level Bard) (10 Rounds / Day)
Skill Ranks 50 (+4 Brawler, +1 Skilled)
Acrobatics (5 Ranks)
Climb (5 Ranks)
K: Engineering (5 Ranks)
Perception (10 Ranks)
Sense Motive (10 Ranks)
Stealth (10 Ranks)
Swim (5 Ranks)
Starting Gold: 62,000
15,500 on Weapons (8,500 max on one item)
+2 Darkwood Quarterstaff (8370)
+1 Sling (2300)
Total: 10630 GP
15,500 on Armor and Protective Devices (4,500 max on one item)
Mithral Agile Breastplate (4400)
Cloak of Resistance +2 (4000)
Amulet of Natural Armor +1 (2000)
Ring of Protection +1 (2000)
Total: 12400 GP
15,500 on Other Magical Items (5,000 max on one item)
Belt of Giant Strength +2 (4000)
Headband of Inspired Wisdom +2 (4000)
Gauntlets of the Skilled Maneuver (Sunder) (4000)
Handy Haversack (2000)
Cracked Dusty Rose Prism Ioun Stone (500)
Ioun Torch (75)
Total: 14575 GP
9,300 on Disposable Items such as Potions, Scrolls, and Wands
Infused Mutagen (Str) x 4 (4000)
Wand of Cure Light Wounds x 1 (750)
Potion of Remove Curse (CL5) x 1 (750)
Potion of Remove Disease (CL5) x 1 (750)
Potion of Fly (CL5) x 3 (2250)
Potion of Delay Poison (CL3) x 1 (300)
Brawler’s Kit (9)
Masterwork Backpack (50)
Odds and Ends (x)
Total: 8859
Background
Bodrin was a thief. Though the others in his industry felt otherwise. He was boisterous, ambitious and knew the best way into any vault; pure force. He honed his skills and through the years began to be known as the Wall Splitter. Unfortunately for a thief, having a name and having a very specific set of skills leaves you vulnerable to those who know how to deal with it. Being who he was though he didn't mind much. Who would be able to stop him anyway if they did lock him up? No wall could hold him! He continued stealing just for the fun of it, wandering the lands, telling his stories to those in the country bumpkin taverns and leaving large amounts of tip to those who provided him food and drink.
Shortly after a bad raid on a vault owned by some Clerics of Abadar, he wound up in a prison. They were waiting for him it seemed. His nearby cellmates and him swapped stories; but it wasn't until he heard a tale from a Chelaxian that he began to rethink some stuff.
There were people in vaults. Not literal ones, but bonds just as bad as any vault. He bided his time, thought of what led him to this position. Maybe there was more he could do with his skillset. He waited for a chance and busted out of the prison, determined to start anew and shatter whatever imprisonment held people.
His first step was to practice his art, for taking on slavers was far more dangerous than a single unguarded vault. He wandered, met with alchemists, monks, and many more. Eventually he stumbled across like minded adventurers and the fugitive found solace in them.
| GM Banesama |
dotting in... with this character.
He was built as a standard monk... do you want me to rebuild him as an unchained monk?
Will you accept the archetypes?
Thanks for consideration.
Need to be Unchained Monk. If it accepted by the Unchained Monk, possibly. But I don't think the Unchained Classes have many Archtypes.
| GM Banesama |
I'm interested in making a Rogue. Since we need permission, can I use the Phantom Thief archetype from Ultimate Intrigue? Also, to clarify, I assume that since they aren't specifically mentioned that the occult classes are not allowed?
Looked over Phantom Thief. It is acceptable. And correct about Occult Classes, they are not allowed.
| GM Banesama |
Dot diddity dot.
Hmmm... Goblin alchemist, going for a high damage Bomber. Will focus all my attentions into bomb/mutigen discoveries, however I'm gonna go into the master chemist prestige class.
Also I would like to use the Archetype Blazing Torchbearer
Blazing Torchbearer looks fine.
| GM Banesama |
Your gold allowances does not add up to all our wealth. Is that intentional? How are we suppoed to carry 620platinum pieces around? Can we buy nonmagical stuff with it?
I'm not complaining exactly, I'm just wondering.
Yes. You can buy non-magical stuff with it and there is no limit on how much you can spend. As for extra wealth that you don't want to spend. Most adventurer's will use it to buy jewelry and gems. I'm also not going to be too restrictive on encumbrance when it comes to coins unless you find a hoard of coins.
| GM Banesama |
ElegantlyWasted wrote:That Sean fellow wrote:I'm going to probably go with a Dwarf or Tiefling Summoner. Synthesist Archetype. The dwarf will probably be heavy defense and the Tiefling heavy offence. So just trying to decide which to go for.Per creation rules you must use Unchained. Synthesist is not compatible with Unchained SummonersIt was pointed out but I thought that GM Banesama cleared it for me to use in the previous thread?
@GM Banesama can we please get a verdict?
I don't mind if it's not allowed. Just have to know so I can come up with summin else if that's the case.
It was brought to my attention that the Synthesist is not compatible with Unchained. Sorry about the approval from the other thread but I'll have to disallow it.
| GM Banesama |
I will recreate him then... not a problem... PUrple Duck Games has written a guide to archetypes for the unchained monk - they are all Paizo archetypes, just reskinned for unchained... would you consider using these? I have a copy if needed.
I'm restricting it to official Paizo sources for everyone.
| RHMG Animator |
Akime Hinamura wrote:Need to be Unchained Monk. If it accepted by the Unchained Monk, possibly. But I don't think the Unchained Classes have many Archtypes.dotting in... with this character.
He was built as a standard monk... do you want me to rebuild him as an unchained monk?
Will you accept the archetypes?
Thanks for consideration.
There are Archetypes for Unchained Classes that are not 3PP, Legacy of Dragons has a Monk Archetype that is Unchained Compatible.
| Avoron |
Avoron wrote:This seems interesting. Would you be all right with the ley line guardian witch archetype? Oh, and how about beastmorph or grenadier alchemists?Ley Line Guardian is a no, but Beathmorph and Grenadier are alright.
Ooh, I'm a bit torn... what about vivisectionist alchemist or beast-bonded witch?
Jesse Heinig
|
Dotting, I'll probably be building a mystic theurge, probably witch/cleric or witch/druid. Anyone want to brainstorm about character connections?
I'm always up for a good character connection. Still waiting to hear what @ElegantlyWasted has in mind for a tie, too.
I'm currently considering an arcane archer, but I could be easily swayed in another direction.