Duboris's "The 4th coming of Castle Dracula"

Game Master Duboris

The Ship


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"In the world of Azura'gareth, there exists, to the farest of norths, a small island with frozen oceans on all sides. Only the most well-crafted of ice-crushing ships can pass through without issue. Even then, they can't make it all the way through, and as a result, people must make the "Walk to Bendt" which proves unnaturally cold and fantastically treacherous to outsiders.

From Bendt, and after you cross the great bridge, stands Dracula's age-old castle, which often remains stalwart against those that would go through it's doors. However, the belmonts are moving, and as are characters in the shadows. The small island of Bendt is uneasy, and there's been word that people have seen folks moving in and outside of the enormous castle. Some returned with glittering gold, and others insane. You? Well, you're on the boat there.

Perhaps you heard of the Belmonts making their way to the isle, and also knew that this is where Castle Dracula laid dormant. Perhaps you knew that it's only once every 300 years that the castle-esque artifact opened to strangers as Dracula attempted to burst forth and reclaim the island and his terrible rule? What purpose do you have to come to the castle and raid it? Do you want to join the ranks of the Belmonts, or gain his lordships dark power? I guess we'll find out soon."

Race In the world of Azura'gareth, there is only one race, and that is unfortunately human, however, they are a malleable, fantastical race that varies greatly.

Using the Advanced race, the Human's of Azura'gareth base race looks like this:
Skilled Treat every class as though they gave 1 additional skill point per level. You may also make one skill a class skill, even if that class doesn't usually get it.
Flexible Bonus Feat In addition to whatever your classes give you at first level, you gain 1 more feat for free, but must meet the requirements for it.
Focused Study At 1st, 8th, and 16th level, this race gets skill focus as a bonus feat for free.

Variant Human Instead of gaining a single random +2 to any ability score, A human from Azura'gareth gets a +2 to both a physical and mental score, and may place a -2 wherever they please, even into one of the other 2 scores to break even.

Classes Anything is allowed, except Summoners and Gunslingers. People come from all over the world for this event, and while most die on the shores, the differences are still very very present.

Character Creation - All characters must be the mentioned race, begin at level 5 with the suggested wealth for that level. The only strict rule I place on wealth allocation is that you may spend no more than 40% of your starting gold on any one item.
Rolling Stats - Roll 7 sets of 4d6, and remove the lowest. Re-roll all 1's. Re-roll any stat entirely that is less than 7, even the 7th removed set.
I'll answer any questions you have beyond this, and help suggest things that you're considering.

Maps will be handled through the creation process of DD3, and then placed on Google Docs for people to move their character's icons around. (Preferably your character's Icon on these forums) and Initiative will be handled properly by myself at the start of combat to avoid cheating.

Gameplay The Vast Majority of the campaign will take place within the Castle itself, and along it's bridge. Generally speaking you may need to venture into the nearby forest, talk around town, or what have you, but the vast majority is a dungeon dive throughout the massive castle. All of the grids will be 5 feet squares on inch grid, and easy to work around.

Character creation currently has no time limit, whereas I'm just now typing this, but for the sake of having one, let's put it at the 15th, which is next Sunday.

Health will be ROLLED, as well, but you may reroll anything that's less a third of your possible maximum. (36 health barb with 10 con at level 3 can't have less than 13, and Fighter's can't have less than 11, and so on. This doesn't take into consideration Con, however.)


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I am not sure if I am interested, but are you allowing racial archetypes?

Grand Lodge

dotting


@Nohwear Racial archetypes and spells are allowed all throughout the board. I'm not entirely sure if that's abusable yet, but we'll see. Basically their race-related requirements are lifted.


Dot dot dot. (Hello again, Duboris!)

Let's see what the dice gods give me.

Dices:

4d6 ⇒ (1, 2, 3, 6) = 12 = 12 (Replace 1 with 3)
4d6 ⇒ (4, 5, 3, 4) = 16 = 13
4d6 ⇒ (2, 4, 2, 5) = 13 = 14
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (6, 3, 1, 1) = 11 = 15 (Replace 1's with 5 and 4)
4d6 ⇒ (5, 2, 2, 5) = 14 = 12
4d6 ⇒ (4, 4, 6, 3) = 17 = 14

Reroll 1: 1d6 ⇒ 3
Reroll 5: 2d6 ⇒ (5, 4) = 9

So that's 15, 14, 14, 13, 12, 12.

Would have liked a 16, but that's still not bad. Let's see what I can do.


set 1: 4d6 ⇒ (6, 5, 5, 4) = 20 16
set 2: 4d6 ⇒ (3, 5, 5, 6) = 19 16
set 3: 4d6 ⇒ (5, 5, 2, 1) = 13reroll 1: 1d6 ⇒ 4 14
set 4: 4d6 ⇒ (6, 4, 4, 6) = 20 16
set 5: 4d6 ⇒ (2, 3, 2, 4) = 11 9
set 6: 4d6 ⇒ (4, 2, 1, 1) = 8reroll 2: 2d6 ⇒ (4, 3) = 7 11
set 7: 4d6 ⇒ (4, 3, 6, 6) = 19 16

16, 16, 14, 16, 9, 11, 16

Going for a LE monk wanting to steal the secrets/power. He would work with a group to get what he wants, safety in numbers.

Silver Crusade

dotting
going to go ranger, thinking more of a vampire slayer/treasure hunter vibe here. alas, will his quest into the dark powers for knowledge of how to combat them, lead him down the path of ruin? we may yet see(infiltrator archetype).

rolls:

4d6 ⇒ (2, 2, 6, 1) = 11
4d6 ⇒ (4, 5, 6, 2) = 17
4d6 ⇒ (6, 6, 5, 2) = 19
4d6 ⇒ (5, 4, 2, 1) = 12
4d6 ⇒ (2, 4, 5, 3) = 14
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (1, 2, 3, 3) = 9
reroll 1: 1d6 ⇒ 5
reroll 1: 1d6 ⇒ 4
reroll 1: 1d6 ⇒ 1
reroll 1: 1d6 ⇒ 1
reroll 1: 1d6 ⇒ 3

13
17
15
14
12
13

eh not bad, had better and worse.

Silver Crusade

wowza highon, that 46pt buy O.o *drool* :P


That's why i'm going a monk.


Lovely rolls all around everyone! Absolutely delicious, to say the least. Also Yoricks! Hello again. I do hope you make the cut in this one, as I'd love to give you a good campaign that swamps the last one. I'm still ashamed I got so sidetracked with that one.

Some heads up, by the way.

The entirety of anyone brave enough to make their way to bendt in these dark times will be met at first by blisteringly cold winds, and only fools go into the frozen-over sea ill-equipped for the weather there. The road is practically paved on the dead, bloated corpses of folks who attempted to enter before.

We will be doing experience in the fast manor. I only ask that you post atleast once every 2 days and I shall attempt to do the same.

ALSO! This campaign was made with the impression that others in a prior campaign would join, and they do happen to have priority in regards to that. But that doesn't mean you shouldn't make characters, as there are only 2 set-in stone places. I will, at most, take 5 people in total.


Forgot to roll hitpoints...
HP: 4d8 ⇒ (7, 8, 5, 8) = 28 I am blessed.


Stats: 4d6 ⇒ (1, 5, 2, 5) = 13 Re-roll 1's: 1d6 ⇒ 5 -> 15
Stats: 4d6 ⇒ (6, 6, 3, 1) = 16 Re-roll 1's: 1d6 ⇒ 5 -> 17
Stats: 4d6 ⇒ (3, 3, 3, 2) = 11 -> 9
Stats: 4d6 ⇒ (6, 1, 1, 5) = 13 Re-roll 1's: 2d6 ⇒ (5, 3) = 8 -> 16
Stats: 4d6 ⇒ (4, 1, 1, 6) = 12 Re-roll 1's: 2d6 ⇒ (4, 4) = 8 -> 14
Stats: 4d6 ⇒ (3, 5, 2, 2) = 12 -> 10
Stats: 4d6 ⇒ (3, 2, 6, 4) = 15 -> 13

Statline: 17, 16, 15, 14, 13, 10

HP: 4d8 + 8 ⇒ (5, 2, 8, 7) + 8 = 30

Silver Crusade

hp:
4d10 + 10 ⇒ (9, 9, 3, 7) + 10 = 38 I will take it. woudla preferred an even 40 though... OCD bit of me lol.

Silver Crusade

Damon Van Brandt, cruch. (mostly finished):

Ranger 5 (infiltrator, (skirmisher?), divine tracker)
Diety- Milani
Traits: Dangerously curious, reactionary
Str: 20 (+2+1)
Dex: 15
Con:13
Int:13
Wis:16 (+2)
Cha: 10 -2
(Training kept him in peak physical shape, and he learned much from his mentor, however, due to the secluded nature of his training and life he developed less social grace and skill than most)
-------------------------------
--------
-------------------------------
Offense:
Movement: 30ft
Shortsword +12 +10/+10 (TWF) +8/+8 (power attacking)
Damage:1d6+6/10
Longbow: +9
Damage: 1d8+6
-------------------------------
--------
-------------------------------
Defense:
HP: 50
AC:19 T: 12 FF:16
Fort:+6 Ref:+7 Will:+7
-------------------------------
--------
-------------------------------
Feats:
1-power attack, TWF, skill focus perception
2- Double slice
3-Iron will, endurance
5-weapon focus shortsword

Arms and armor: Arms and Armor: +1 Chthonic Steel
shortswordx2 (2759G each), +1 chain shirt(1250), MWK composite longbow (+5)(900), 10 adamant arrows, 40 arrows, 20 blunt arrows, 10 cold Iron arrows.
Gear: Hemp rope 100ft, waterskin (3), flint and steel, backpack, belt pouch, caltrops(3), sunrod (2), rations (20), bedroll , wand of cure light wounds(750), silver holy symbol, cold weather outfit
Magic items-cloak of resistance +1 (1000)

Abilities:
Favored Enemy
Undead+4
Evil outsider +2

Favored Weapon
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
This ability replaces wild empathy.
Blessings (Su)
At 4th level, a divine tracker forms a close bond with his deity's ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.

This ability replaces hunter's bond.

Adaptation (Ex)

At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.

Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.

Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.

Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.

Fey: Iron Will, Lightning Reflexes, low-light vision.

Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.

Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.

Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.

Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.

Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.

Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.

Humanoid (goblinoid): darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).

Humanoid (halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.

Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).

Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.

Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).

Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.

Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.

Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).

Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.

Plant: low-light vision, Great Fortitude, Iron Will.

Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).

Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.

This class ability replaces favored terrain.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
If the ranger selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Liberation Blessing

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious.

Freedom's Shout (major): At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

Good Blessing

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

GM, I have suspects on good favored enemies, but if you are feeling kind.. hints for a second are quite welcome! fluff-concept is done, just fleshing it out now

concept- Orhapned at a young age by things that go "bump in the night" he was taken in by a hunter, and trained in the ways of hunting the darker things of the night. However his teacher fell ill with no apparent end to the sickness. Depending on just how much our PCs should/could know Damon and his teacher believes it has something to o with dracula's castle. Although Damon has a secert, he has been studying and pursuing the dark powers in order to better understand them and better fight them, but perhaps he will delve to deep into them and fall to their lure? Perhaps not.

personalty- rough, gruff, practical. If it need to be killed he kills it. Is still bitter about his parents and the aura around the castle could be prodding that sore and messing with him. ooo hehe, I like this. I hope I get in.


Ah, crap, I did forget to mention one more very important thing. Absolutely no third party whatsoever, if you don't mind! It's more a gripe, than anything.

Very good favored enemies include undead, humans, aberrations, constructs, monstrous humanoids, aberrations, devils, and demons.

Silver Crusade

thank ya. I had suspected evil outsiders :3 those are usually the toughest guys.

also, I don't believe I have any 3pp so I should be ok. still tinkering on whether to go skirmisher or not.. I didn't want the animal companion because I don't think it fit the character, but having him go divine tracker would warrant him having spells... hmm


Just to point out, but Chthonic Steel *is* third party, if I remember correctly. As for the rest of it, that sounds perfectly reasonable.

Your Sin

This is probably the most important part, but I should point out that your character needs a "Sin" that defines them. 1 of the main 7, mind you, as it effects your characters. Please do pick them and include them in your character traits.

Silver Crusade

oops, I had just been skimming over the special materials and saw the "the blade is red and shimmers orange" deal. looked to epic to pass up, I hadn't noticed it was 3pp. I suppose I can do away with it and grab something else, as long as I can still have the colored blades ;) I also believe it will save me money in the short term haha.


Eh. Aesthetics are really up to you entirely on this one. I mean Prestidigitation can change the color of equipment, if I remember correctly, it just doesn't give any bonuses whatsoever under any circumstance.

The reason Cthonic steel is so lovely is because it gives a +2 on crit confirms for very little. It's basically an early Critical Focus, lol.

Silver Crusade

Duboris wrote:


Your Sin

that's easy, wrath. and to be honest, I hadn't even read that +2 crit stuff XD. although, to be fair you can get that from a katana or nodachi, and they are only 50g :P

I will just swap it out for silversheen, it will cost me a tad more at the start but eh, I had the money and I figure, why not.

Silver Crusade

HPs 4d8 ⇒ (5, 6, 3, 4) = 18

Avg nice.

Silver Crusade

actually no, I think... I will drop that, drop a couple other things and (if you are ok with it) start out with an adamant blade. (only 1, too expensive for both) just because from then on I can just slap on enchantments and not worry about selling then re-buying an adamant sword.(though if I wanted a magic one it would probably go over the 40% per item... hm decisions decisions.)

Silver Crusade

Sin. GREEEEED


This seems like it would be quite fun. I'll toss my hat into the ring, though from the last recruitment of yours I saw I expect it will promptly get blown back out.

Stats: 4d6 ⇒ (1, 1, 6, 6) = 14
Stats: 4d6 ⇒ (4, 2, 4, 4) = 14
Stats: 4d6 ⇒ (2, 2, 2, 5) = 11
Stats: 4d6 ⇒ (6, 2, 5, 3) = 16
Stats: 4d6 ⇒ (6, 2, 5, 2) = 15
Stats: 4d6 ⇒ (6, 3, 1, 1) = 11
Stats: 4d6 ⇒ (2, 2, 1, 6) = 11

Rerolls
Stat1: 2d6 ⇒ (1, 4) = 5
Stats6: 2d6 ⇒ (4, 1) = 5
Stats7: 1d6 ⇒ 4
*twitch*
Rerolls part two.
Rrstat1: 1d6 ⇒ 6
Rrstat6: 1d6 ⇒ 3

So..
[/b]4,6[/b],6,6 =18
12
9
14
13
6,3,4,3=13
2,2,4,6=12

I can roll with that, very good spread. Though the dice gods seem to want me to play a character with a single ability focus. I think I shall write up a Caster, likely either a Wizard or cleric.

Duboris, what would be your opinion on reflavoring established spells for flair? I'm thinking an ink/paper motif for my concept right now and there are plenty of spells that could fit that with a small amount of tweaking.


Movin that entirely depends on your exact rendition of "Tweaking" as you can flavor anything to look different than what it says, as long as it's functionally, and elementally, the same.


Alright, Endoralis told me about this and it looks fun.

Here is the crunch for my submission, will be working on backstory. Let me know if you have any questions.

Cain's Crunch:

Cain Sagarna
War Priest (Sacred Fist) 3/ Inquisitor 2
CN Medium humanoid (human)
Init +6; Perception +13
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+4 armor, +2 Dex)
HP 65 (5d8+35)
Fort +12, Ref +4, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +7 Unarmed Strike (1d6+4/x2)
Melee +6 Flurry of Blows (1d6+4/x2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 20, Int 13, Wis 18, Cha 8
Base Atk +3; CMB +6; CMD 22
Languages Common
--------------------
Feats
--------------------
Improved Unarmed Strike
Judgement Surge
Toughness
Power Attack
Snake Style

Skill Focus(Sense Motive)
--------------------
Traits and Drawbacks
--------------------
Sin(Wrath)

Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Magical Knack (Inquisitor) Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
--------------------
Skills
--------------------
Acrobatics +11
Bluff -1
Climb +6
Craft +1
Diplomacy -1
Escape Artist +2
Heal +4
Intimidate +4
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +9
Knowledge (History) +9
Knowledge (Nature) +9
Knowledge (Planes) +9
Knowledge (Religion) +9
Linguistics
Perception +13
Ride +2
Sense Motive +17[19]
Sleight of Hand +2
Spellcraft +1
Stealth +11
Survival +9[10]
Swim +6
Use Magic Device +4*
--------------------
Gear
--------------------
Amulet of Mighty Fists +1
Belt of Giant's Strength +2
+1 Cloak of Resistance

1155g
Wand of Mage Armor (23 Charges)
--------------------
Abilities Per Day
--------------------
Blessings x4
Fervor x5
Judgement(Surged) x1
--------------------
Spells
--------------------
Orisons
Read Magic
Detect Magic
Create Water
Light
Stabilize
Resistance
Bleed
Virtue

Inquisitor 1st Level Spells - CL4 | 3/day
Divine Favor
Shield of Faith
True Strike

Warpriest Prepared 1st Level Spells - CL3 | 4/day
Protection From Evil x2
Divine Favor
Bless x1

--------------------
Special Abilities
--------------------
Skilled Treat every class as though they gave 1 additional skill point per level. You may also make one skill a class skill, even if that class doesn't usually get it.

Flexible Bonus Feat In addition to whatever your classes give you at first level, you gain 1 more feat for free, but must meet the requirements for it.

Focused Study At 1st, 8th, and 16th level, this race gets skill focus as a bonus feat for free.

Variant Human Instead of gaining a single random +2 to any ability score, A human from Azura'gareth gets a +2 to both a physical and mental score, and may place a -2 wherever they please, even into one of the other 2 scores to break even.

Weapon and Armor Proficiency Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. This replaces the warpriest's weapon and armor proficiency.

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Destruction & War) A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Fervor (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

AC Bonus (Su) A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist 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 (Ex) At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.

This ability replaces sacred weapon.

Unarmed Strike At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.

This ability replaces focus weapon.

Blessed Fortitude (Su) At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability.

This ability replaces the bonus feat gained at 3rd level.

Anger Inquisition

Hateful Retort (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Judgment (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
--------------------
Backstory
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Silver Crusade

Damon Van Brandt, cruch. (mostly finished):

Ranger 5 (infiltrator, divine tracker)
Diety- Milani
Traits: magical knack, reactionary
SIN: Wrath
Str: 20 (+2+1)
Dex: 15
Con:13
Int:13
Wis:16 (+2)
Cha: 10 -2
(Training kept him in peak physical shape, and he learned much from his mentor, however, due to the secluded nature of his training and life he developed less social grace and skill than most)
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Offense:
Movement: 30ft
Shortsword +12 +10/+10 (TWF) +8/+8 (power attacking)
Damage:1d6+6/10
Longbow: +8
Damage: 1d8+5
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Defense:
HP: 50
AC:18 T: 12 FF:16
Fort:+6 Ref:+7 Will:+7
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Feats:
1-power attack, TWF, skill focus perception
2- Double slice
3-Iron will, endurance
5-weapon focus shortsword

Arms and armor: Arms and Armor: +1 Steel silver sheen
shortswordx2 (3060 each), mwk chain shirt (250), composite longbow (+5)(600), 10 adamant arrows, 40 arrows, 20 blunt arrows, 10 cold Iron arrows.
Gear: Hemp rope 100ft, waterskin (3), flint and steel, backpack, belt pouch, caltrops(3), sunrod (2), rations (20), bedroll , silver holy symbol, cold weather outfit, wand of cure light wounds(750), wand of lead blades (750), scroll of Longstrider CL3 (4)(300), scroll of gravity bow (1), scroll of diagnose disease (2), scroll of detect poison (2),scroll of endure elements (5), scroll of feather step (4), scroll of resist energy (4), (1), scroll of glide (2), scroll of keep watch (7), 5 potions of CLW
Magic items-cloak of resistance +1 (1000)

Skills: 6+1+1
Acrobatics (via free skill selection)-5
Climb-3
Know. Religion-3
Know. Nature-3
Know. Dungeoneering-2
Perception-5
Linguistics-5
Sense motive-4
Heal-2
Survival-5
Swim-2
Ride-1
Know. Geography-2
Spellcraft-4
Intimidate-2
Abilities:
Favored Enemy
Undead+4
Evil outsider +2

Favored Weapon
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
This ability replaces wild empathy.
Blessings (Su)
At 4th level, a divine tracker forms a close bond with his deity's ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.

This ability replaces hunter's bond.

Adaptation (Ex)

At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.

Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.

Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.

Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.

Fey: Iron Will, Lightning Reflexes, low-light vision.

Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.

Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.

Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.

Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.

Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.

Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.

Humanoid (goblinoid): darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).

Humanoid (halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.

Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).

Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.

Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).

Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.

Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.

Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).

Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.

Plant: low-light vision, Great Fortitude, Iron Will.

Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).

Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.

This class ability replaces favored terrain.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
If the ranger selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Liberation Blessing

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious.

Freedom's Shout (major): At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

Good Blessing

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

pretty sure that covers it, this is the first game I will be attempting to make such extraneous use of scrolls :3(if I make the cut)

also, for inflitrator adaptation, I will be taking -undead- night vision 60ft


I like the look of it. Also, for anyone wondering, this is what the maps will look like!

http://rpgamer.ru/media/map/15664/img.png

They're pretty simple, provided you can actually see that, but I figure they're mostly for combat, anyways.

Dark Archive

so i want to drop this dot right here.

Stats:

4d6 ⇒ (4, 4, 2, 3) = 13
4d6 ⇒ (5, 6, 3, 6) = 20
4d6 ⇒ (3, 2, 4, 6) = 15
4d6 ⇒ (4, 1, 4, 2) = 11
4d6 ⇒ (5, 2, 3, 2) = 12
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (4, 6, 2, 3) = 15

one reroll
1d6 ⇒ 6

so thats a
17
17
14
13
13
11


Hey Max,

4d6 ⇒ (4, 1, 2, 6) = 13
4d6 ⇒ (1, 1, 4, 6) = 12
4d6 ⇒ (6, 3, 4, 3) = 16
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (3, 1, 5, 1) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (3, 4, 6, 3) = 16

Roll 1st: 1d6 ⇒ 5
Roll 2nd: 2d6 ⇒ (4, 5) = 9
Roll 4th: 2d6 ⇒ (4, 3) = 7
Roll 5th: 2d6 ⇒ (6, 4) = 10

Which lands me: 17, 19, 16, 17, 18, 12, 16
Drop the 12, i've got something nice to work with.
17, 19, 16, 17, 18, 16

I'll have to puzzle with this basket of goodies.
Not sure which class yet.

Dark Archive

19? was i not supposed to drop the lowest dice? just the lowest roll? that could change things if its the case.

Silver Crusade

Jarred Henninger wrote:
19? was i not supposed to drop the lowest dice? just the lowest roll? that could change things if its the case.

I too assumed this was 4d6, drop the lowest die, if it is straight up 4d6 then well... hehe.


Unless he specifies otherwise.

I thought the lowest 4d6 series was dropped, since we have but 6 ability scores.


This looks interesting, so I'll throw my hate in the ring,.

1: 4d6 ⇒ (5, 4, 4, 6) = 19
2: 4d6 ⇒ (5, 4, 3, 6) = 18
3: 4d6 ⇒ (4, 5, 4, 3) = 16
4: 4d6 ⇒ (4, 5, 1, 1) = 11
5: 4d6 ⇒ (4, 1, 3, 4) = 12
6: 4d6 ⇒ (6, 3, 6, 1) = 16
7: 4d6 ⇒ (1, 1, 1, 4) = 7

Edit some odd just happened I'll try to reroll again.


Roll 4 reroll: 2d6 ⇒ (4, 1) = 5
roll 5 reroll: 1d6 ⇒ 6
roll 6 reroll: 1d6 ⇒ 2
roll 7 reroll: 3d6 ⇒ (1, 2, 2) = 5

So many ones

4: 1d6 ⇒ 6
7: 1d6 ⇒ 2


So

15
15
13
15
14
15
8

Dump the 8 and...not bad. I think a bit.


Alternatively, it'd be:
15, 15, 13, 14, 15, 13.


Sorry did i make a mistake. Just went through it again and my adding seems right.

Thinking of a rogue, sin of envy.

Or a cleric, sin of hubris.

Silver Crusade

4d6 drops the lowest in English means you roll 4d6 and drop the lowest number.
THEN he wanted you to drop the lowest stat out of 7 rolls...

Oh which if a stat possessed a 1 you rerolled that 1 and rerolled the whole thing if it was below 7


Endoralis is correct. You roll 7 sets of 4d6, and drop the lowest roll of that set. Then you also drop the lowest of the 7 sets, to get 6. Your alternate rolls are correct, Mia. Chillbane your alternates are correct as well. Jarred you are correct, as well, with your current stats.


Health: 8 + 4d8 ⇒ 8 + (5, 5, 3, 8) = 29
Not too shabby, excluding HP modifiers.


Healths: 8 + 4d8 ⇒ 8 + (8, 6, 4, 7) = 33

Oooh, I'll gladly take that.


I have no intentions of changing the mechanics or even the general description of the spells. Just a change to the outer appearance.
Acid splash/arrow looking to be made of ink, summoned creatures with newsprint skins that bleed black.
sin would likely be Pride. Though Sloth could work as well. will need to mull actual character concept over to see what fits the idea better.


Established characters may roleplay in Discussion Board as soon as Discussion setting post is done.

Also Movin, that's perfectly reasonable. As far as I'm concerned as long as you grab a profile picture for the character.

Dark Archive

seeing as there are only humans, is racial heritage out?

HP: 4d12 ⇒ (1, 10, 11, 8) = 30

booo, hate ones on hp


That seems perfectly reasonable as an HP roll, Jarred. Racial heritage is out, however. But then again, all of the race-related spells are completely open for grabs, as the racial requirements are indeed lifted.

Also! The discussion post is up, and I welcome anyone who would like to roleplay.


Cool, Shell profile will update as I have time. That is the picture I'm going to roll with though.


As long as you have a profile picture and a general character personality in mind, you may post in the discussion board in character. I dig the picture.

Dark Archive

do the lifted restrictions carry over to feats as well? Its not a big deal, just makes the numbers a bit more even for me


Racial feats that have a race requirement do not have race requirements.

With the exception of ones that let you burrow, fly, or have extra senses that aren't dark vision.

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