| Vrog Skyreaver |
Here is my character, super skill guy. I'll get his backstory posted up tomorrow:
Vasaam Indiiv
Races: Sylph
Classes: Unchained Rogue 10
Alignment: Chaotic Good
Str 10
Dex 18/20
Con 12
Int 18/20
Wis 14
Cha 8
HP:63
AC 24 Touch 16 Flat-Footed 19
BAB 7 CMB +12 CMD 23
Initiative +5
Fort +6
Ref +14
Will +7
Speed 30'
Sap: +13/8 to hit; 3d6+6 non-lethal bludgeoning damage; 20/x2 crit
Bow: +13/8 to hit; 1d6+1 piercing damage; 20/x3 crit
Dagger: +13/8 to hit; 1d4+1 damage; 19-20/x2 crit
Skills: Acrobatics r10 +28, Bluff r10 +12, Disable Device r10 +25, Escape Artist r10 +23, Fly r10 +18, Intimidate r10 +23, Perception r10 +31, Sense Motive r10 +15, Spellcraft r10 +18, Stealth r10 +33, UMD r10 +18, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) r2 +10, (Swim r10 +13)
Background Skills: Linguistics r10 +18, Sleight of Hand r10 +29, Knowledge (Engineering, Geography, History, Nobility) r2 +10
Feats: Weapon Finesse, Airy Step, Dirty Fighting, Skill Focus (Perception; Sleight of Hand; Stealth), Hellcat Stealth, Wings of Air
Traits: Pragmatic Activator, Bruising Intellect
Alternate Racial Traits: Whispering Wind (+4 Racial bonus to Stealth checks)
Class Features: Finesse Training (Sap), Evasion, Improved Uncanny Dodge, Rogue's Edge (Disable Device, Escape Artist, Intimidate, Perception, Stealth), Rogue Talents (Trapspotter, Skill Focus: Sleight of Hand, Skill Focus: Perception, Fast Stealth), Advanced Talents (Weapon Snatcher), Refined Education (Disable Device, Escape Artist, Intimidate, Perception, Stealth), Broad Education, Social Sense +4
Defensive: -12,105 gp
+1 Mithral Chain Shirt (2100 gp)
+1 Mithral Buckler (2005 gp)
+1 Ring of Protection (2,000 gp)
+2 Cloak of Resistance (4,000 gp)
+1 Amulet of Natural Armor (2,000 gp)
Weapons: -12,932 gp
+1 Sapping Sap (8301 gp)
+1 Shortbow (2,330 gp)
+1 Dagger (2,301 gp)
Other Items: -15,500 gp
Eyes of the Eagle (2,500 gp)
Handy Haversack (2,500 gp)
Boots of Elvenkind (2,500 gp)
Belt of Dexterity +2 (4,000 gp)
Headband of Intelligence +2 (Swim) (4,000 gp)
Consumables: -9300 gp
Wand of Cure Light Wounds (CL 1; 50 Charges) (750 gp)
Wand of Magic Missiles (CL 1; 50 Charges) (750 gp)
Wand of Lesser Restoration (CL 3; 50 Charges) (4,500 gp)
Scroll of Breath of Life (CL 9) (1,125 gp)
Wand of Bless Weapon (CL 1; 50 charges) (750 gp)
Scroll of Cloudkill (CL 9) (1,125 gp)
Potion of Cure Light Wounds (CL 5) (250 gp)
Potion of Cure Light Wounds (CL 1) (50 gp)
Non-Magical Items: -1769 gp
Springloaded Wrist Sheath x2 (10 gp)
40 normal arrows (2 gp)
20 Adamantine Arrows (120 gp)
Alchemist Fire x5 (100 gp)
Alkali Flask x5 (55 gp)
Holy Water x5 (125 gp)
Tanglefoot Bag x10 (500 gp)
Thunderstone x5 (150 gp)
Bottled Lightning x5 (200 gp)
Liquid Ice x5 (200 gp)
Metal Canteen x3 (6 gp)
20 days trail rations (10 gp)
Tent, Small (10 gp)
2 sets of Traveler's Clothes (2 gp)
Noble's Outfit with Signet Ring (175 gp)
bedroll (1 gp)
Blanket x2 (1 gp)
Crowbar (2 gp)
Masterwork Thieve's Tools
10,000 gp diamond dust in 100 gp pouches
GP: 390
| ElegantlyWasted |
Jesse, I have an unchained monk (mostly) ready to go; here he is. I have to rebuild him according to the rules but I'm going more or less with the background I created for him.
Conceptually he's a bit like Kenichi Shirihama from The Mightiest Disciple. He got good at martial arts not through innate talent but relentless effort. He experienced a death, and has been returned to life, but he doesn't know why.
If you go arcane archer...maybe some Zen Archer along with that? Friends as martial students?
I'd like to go for a somewhat mystical Iron Fist kind of vibe with the guy...
| GM Banesama |
Quick question, but if there are any minor changes (couple of skill points, shift a buy or two, maybe an additional buy with floating currency), would you prefer to wait until after closing or in this thread here?
Also thanks for the quick response about the archetypes!
Go ahead and make the changes. After the deadline, I'll go through all finished characters and make the choices.
| GM Banesama |
GM Banesama wrote:Ooh, I'm a bit torn... what about vivisectionist alchemist or beast-bonded witch?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.
The Vivisectionist and Beast-Bonded are fine.
| ElegantlyWasted |
Jesse, Order of the Dragon and Golden Legionnaire are both heavily based on being part of military organizations. This character is going to be based on one I planned to run in an aborted PF version of Against the Giants, so he's going to have helped Tipcradle against a steading of Giants that was threatening to harm the town, and gone on to a successful adventuring career.
GM, are you allowing crafted gear for reduced cost?
| That Sean fellow |
I've not played Dragon Mountain, but I know of someone who played it and he said it was an awesome set of modules, but he did warn me that the dungeon environment will be hindering.
So I'll start looking in the Dungeoneering handbook for some character suggestions..
Yikes maybe I should reconsider and go for a more dungeon oriented character. Stonelord Paladin or Dungeon Rover Ranger o_O
| RHMG Animator |
RHMG Animator wrote:Yikes maybe I should reconsider and go for a more dungeon oriented character. Stonelord Paladin or Dungeon Rover Ranger o_OI've not played Dragon Mountain, but I know of someone who played it and he said it was an awesome set of modules, but he did warn me that the dungeon environment will be hindering.
So I'll start looking in the Dungeoneering handbook for some character suggestions..
He did not say it was an All dungeon environment set of modules, So I think he recalls the dungeon part well because of it's difficulty to the rest of environments in the module set as folks tend to be used to open areas and easy dungeons.
| That Sean fellow |
That Sean fellow wrote:He did not say it was an All dungeon environment set of modules, So I think he recalls the dungeon part well because of it's difficulty to the rest of environments in the module set as folks tend to be used to open areas and easy dungeons.RHMG Animator wrote:Yikes maybe I should reconsider and go for a more dungeon oriented character. Stonelord Paladin or Dungeon Rover Ranger o_OI've not played Dragon Mountain, but I know of someone who played it and he said it was an awesome set of modules, but he did warn me that the dungeon environment will be hindering.
So I'll start looking in the Dungeoneering handbook for some character suggestions..
Ah. Okay whew. Then I'll see if my Eldritch Scion Magus will be acceptable. :). Thanks for the tip!
| RHMG Animator |
RHMG Animator wrote:Ah. Okay whew. Then I'll see if my Eldritch Scion Magus will be acceptable. :). Thanks for the tip!That Sean fellow wrote:He did not say it was an All dungeon environment set of modules, So I think he recalls the dungeon part well because of it's difficulty to the rest of environments in the module set as folks tend to be used to open areas and easy dungeons.RHMG Animator wrote:Yikes maybe I should reconsider and go for a more dungeon oriented character. Stonelord Paladin or Dungeon Rover Ranger o_OI've not played Dragon Mountain, but I know of someone who played it and he said it was an awesome set of modules, but he did warn me that the dungeon environment will be hindering.
So I'll start looking in the Dungeoneering handbook for some character suggestions..
Though given the module set's name and his warning, I'm betting the Dungeon environment is definitely greater then 50% for the whole thing, so I'm making sure I'm dungeon prepared.
| RHMG Animator |
I have been looking through the cleric stuff and building an interesting character for a while now, but I have some more questions. Can I use the Ecclesitheurge archetype and the Exalted prestige class?
Nice ACG archetype as it is nice and flexible, but Ouch on the no armour bit...
| Sam the silver dragon |
Sam the silver dragon wrote:I have been looking through the cleric stuff and building an interesting character for a while now, but I have some more questions. Can I use the Ecclesitheurge archetype and the Exalted prestige class?Nice ACG archetype as it is nice and flexible, but Ouch on the no armour bit...
I am aware, and I know it isn't the most optimal choice, but I'm not really trying to min-max too much, since my build is already strong enough. I eventually decided to go for a cleric of Desna focused on buffing, with the 2 best domains in the game, Travel and Luck. Not sure if I'm going to use the Prestige class though.
| RHMG Animator |
RHMG Animator wrote:I am aware, and I know it isn't the most optimal choice, but I'm not really trying to min-max too much, since my build is already strong enough. I eventually decided to go for a cleric of Desna focused on buffing, with the 2 best domains in the game, Travel and Luck. Not sure if I'm going to use the Prestige class though.Sam the silver dragon wrote:I have been looking through the cleric stuff and building an interesting character for a while now, but I have some more questions. Can I use the Ecclesitheurge archetype and the Exalted prestige class?Nice ACG archetype as it is nice and flexible, but Ouch on the no armour bit...
I think it is not a bad option since we don't know much, so flexibility is good.
as for me
Busy deciding between a Tiefling and a Aasimar
I'll roll the alternate ability to help decide...
1d100 ⇒ 9
....
hmm Aasimar Melee Combatant, or Tiefling Caster...
| RHMG Animator |
Character Sub list
Alias:
Akime Hinamura
Sagacious
Ginks
Khaz
Esctancia
Character:
Bodrin
Vasaam Indiiv
Interest:
J`Victus
Edward Sobel
Avoron
Jesse Heinig
Teiidae
Just a Mort
Aldizog
Sam the silver dragon
drbuzzard
Captain collateral damage
That Sean fellow
RHMG
Simeon
Storyteller Shadow
DBH
Jereru
The Chess
Jesse Heinig
|
Jesse, Order of the Dragon and Golden Legionnaire are both heavily based on being part of military organizations. This character is going to be based on one I planned to run in an aborted PF version of Against the Giants, so he's going to have helped Tipcradle against a steading of Giants that was threatening to harm the town, and gone on to a successful adventuring career.
GM, are you allowing crafted gear for reduced cost?
Whew, Zen Archer doesn't synergize well with Arcane Archer, so doing the buddy-monk-thing was going to be a tough one. :)
I'm working up a dedicated arcane archer right now. Very limited arcane spellcasting; mostly for trick shots. Good dungeoneering skills. Not a tank at all. Would be happy to sidekick with your cavalier!
| ElegantlyWasted |
GM- Would you consider allowing me to purchase an item that's 1k gold over one of the maximums you listed? I'm specifically thinking of Horseshoes of a Zephyr for my mount.
| DBH |
DBH here.
This is Koko Tellstales, my Bard.
Built as the team utility, she can cover Rogue, or back them up, has healing and hampering spells. She can buff with her inspires, and as expected of the Bard has all the knowledge's.
KOKO TELLSTALES
Female Human (Tian) bard 9 / rogue 1, NG medium humanoid (human)
Init +7; Senses Low-Light Vision, Perception +14,
Languages Common, Draconic, Dwarven, Elven, Osiriani, Polyglot, Skald, Taldane, Tien, Undercommon, Varisian
AC 18, touch 13, flat-footed 15, hp 68 (10HD)
Fort +4, Ref +11, Will +7, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +4 vs. Bardic Performance, sonic, and language-dependent effects
Speed 30 ft. (6 squares)
Ranged crossbow, light +1 +10/+5 (1d8+1/19-20), within 30 ft. +11/+6 (1d8+2)
Melee longsword +1 (adamantine) +9/+4 (1d8+3/19-20)
Base Atk +6; CMB +8; CMD 21
Atk Options Sneak Attack 1d6,
Special Actions Dirge of Doom, Distraction, Fascinate, Suggestion,
Known Bard Spells (CL 9th):
3rd (3/day) - arcane concordance , confusion (DC 15) , cure serious wounds (DC 15) , see invisibility (DC )
2nd (5/day) - create treasure map , cure moderate wounds (DC 14) , glitterdust (DC 14) , sonic scream (DC 14)
1st (6/day) - charm person (DC 13) , cure light wounds (DC 13) , ear-piercing scream (DC 13) , grease (DC 13) , hideous laughter (DC 13)
0th (at will) - dancing lights , detect magic , ghost sound (DC 12) , lullaby (DC 12) , mage hand , prestidigitation (DC 12)
Abilities Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 14
Special Qualities Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Feat, Cantrips, Countersong, Finesse Training, Inspire Competence, Inspire Courage, Inspire Greatness, Lore Master, Low-Light Vision, Skilled, Trapfinding, Versatile Performance (Dance), Versatile Performance (Oratory), Well-Versed,
Feats Combat Casting, Cosmopolitan (Heal, Survival), Echoing Spell, Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +7, Acrobatics (Perform (Dance)) +11, Appraise +7, Artistry +3, Bluff +9, Climb +6, Craft (Untrained) +3, Diplomacy +6, Diplomacy (Perform (Oratory)) +13, Disable Device +18, Disguise +2, Escape Artist +8, Fly +3, Fly (Perform (Dance)) +11, Heal +5, Intimidate +6, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +11, Knowledge (Geography) +12, Knowledge (History) +13, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Nobility) +11, Knowledge (Planes) +12, Knowledge (Religion) +12, Knowledge (Untrained) +7, Linguistics(Draconic, Dwarven, Elven, Polyglot) +10, Perception +14, Perception (Trapfinding) +15, Perform (Act) +6, Perform (Comedy) +6, Perform (Dance) +11, Perform (Oratory) +13, Perform (Sing) +9, Perform (String Instruments) +11, Perform (Untrained) +2, Ride +3, Sense Motive +12, Sense Motive (Perform (Oratory)) +13, Sleight of Hand +9, Spellcraft +7, Stealth +16, Survival +5, Swim +6, Use Magic Device +9,
Possessions outfit (explorer's); mithral shirt +1; thieves' tools (masterwork); musical instrument (mandolin/masterwork); longsword +1 (adamantine); Crossbow, Light +1 ; Handy Haversack ;
Add Spoken Language (Osiriani, Undercommon)
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +4 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 22 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 3 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Greatness (Su) You can use your performance to inspire greatness in yourself or up to 1 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Suggestion (Sp) You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 16) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
I still need to get more equipment for her, and any questions or suggestions are welcome.
| RHMG Animator |
Think I finally settled on a Dwarven Ranger with the Guide archetype. Seems like an almost perfect fit for this actually, now that I think about it.
I think your right on that since I just talked with him a bit and mentioned the recruitment was up.
I learned a this bit more about the original Dragon Mountain without spoilers, it is 90%+ dungeon and don't even think about a mount as it will not help you at all.| Khaz Cloudbreaker |
Yup, rangers seem to be great for this kind of adventure. If you know that you are going to be in a certain terrain feature, it means getting a huge boost.
I'm just a fan of monks, because they're the sorcerors of the martial world.
A wizard can (very rarely) have his spell pouch sundered or stolen. A martial can be caught with his armor (much more common) or weapon. A monk wakes up to an ambush, and just laughs.
| That Sean fellow |
That Sean fellow wrote:Think I finally settled on a Dwarven Ranger with the Guide archetype. Seems like an almost perfect fit for this actually, now that I think about it.I think your right on that since I just talked with him a bit and mentioned the recruitment was up.
I learned a this bit more about the original Dragon Mountain without spoilers, it is 90%+ dungeon and don't even think about a mount as it will not help you at all.
Nice!
Yeah my characters in process. Just busy picking feats, fighting style and equipment. So should post him up here in a day or two.| Ginks Gibbles |
Yup, rangers seem to be great for this kind of adventure. If you know that you are going to be in a certain terrain feature, it means getting a huge boost.
I'm just a fan of monks, because they're the sorcerors of the martial world.
A wizard can (very rarely) have his spell pouch sundered or stolen. A martial can be caught with his armor (much more common) or weapon. A monk wakes up to an ambush, and just laughs.
Then one just need to give up. Because even prone a monk's body (all of it) still counts as an unarmed strike.
Unless they remove your arms, then he uses his feet. If he's a quadriplegic he still has his head and torso. Basically a monk is leathal so long as he has a limb to swing.