
| -Mordecai- | 
 
	
 
                
                
              
            
            As I mentioned in the other thread, I'm interested in divine archer of some sort. I realised that level 7 is a bit bad spot for inquisitor, so I'm considering divine hunter paladin as well. Plus the paladin could dip into life oracle for heal-botting.

| Xeram | 
 
	
 
                
                
              
            
            Ah, i forgot about alignments.
No evil aligned PC & classes.
I've sent a few PMs, to see if two others have interest as well.
If either of them passes, i'll send out to a few other people, but i think they might bite.

| Taeral | 
 
	
 
                
                
              
            
            Ed Earl
Male human cavalier (standard bearer) 7 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 39)
CN Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 67 (7d10+21)
Fort +7, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk greatsword +13/+8 (2d6+7/19-20)
Melee (Power Attack, Charge, Vital Strike)  mwk greatsword +13 (4d6+13/19-20) (+7 dmg if challenge is active)
Special Attacks banner +3, cavalier's charge, challenge 3/day (+7 damage), tactician 4/day (Intercept Charge or Escape Route, 6 rds)
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 7
Base Atk +7; CMB +12 (+14 bull rush); CMD 23 (25 vs. bull rush)
Feats Cornugon Smash, Divine Fighting Technique (gorum's Swordsmanship), Escape Route[UC], Improved Bull Rush, Intercept Charge[ACG], Power Attack, Vital Strike
Traits bruising intellect, reactionary
Skills Intimidate +11 (+14 when at or above maximum hp), Linguistics +8, Sense Motive +10, Stealth +3, Survival +10, Use Magic Device +5
Languages Abyssal, Aklo, Common, Dark Folk, Giant, Gnoll, Goblin, Infernal, Vegepygmy
SQ expert trainer +3, foolhardy rush, glorious challenge, mount, order of the flame
Combat Gear oil of bless weapon (6), potion of lesser restoration, resplendent uniform coat[UE], wand of magic weapon (50 charges); Other Gear mwk full plate, mwk greatsword, boots of striding and springing, cracked dusty rose prism ioun stone, ioun torch ioun stone[APG], shawl of life-keeping[ARG], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, sashimono pole, back banner (worth 2 gp, 1 lb), simple banner[UE], soap, torch (10), trail rations (5), waterskin, 13 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Divine Fighting Technique (Gorum's Swordsmanship) You may apply Vital Strike to greatsword at end of a charge, or 1 additional damage if you lack Vital Strike. You may apply vital strike to your first AoO with a greatsword, if you used vital strike on your turn.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Flame's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, can issue glorious challenge.
Foolhardy Rush (Ex) When roll init of 11+ (on die), as an imm action move speed but subtract from next rd's move.
Glorious Challenge If drop challenged foe, free challenge vs. new foe in 15 ft with stacking -2 AC & +2 dam.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge, this is an immediate action.
Mount (Ex) Gain the services of a special animal companion.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resplendent uniform coat  You may use your tactician ability one additional time per day, and your tactician ability affects allies within 60 feet instead of 30 feet.
Sashimono Pole Sashimono poles are attached to the backs of the chest armor by special fittings that then allow a small banner to be attached.
Tactician (Intercept Charge or Escape Route, 6 rds, 4/day) (Ex) Grant the use of your teamwork feats to all allies in 60 ft.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

| Xeram | 
 
	
 
                
                
              
            
            Looks good.
Though a mount won't be able to follow you all the way through.
Only at certain points will there be open space, will that be a problem to him?
One of the earlier maps leading up to it will be open terrain, however.

| Seth86 | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Unnamed Hero
Half-orc (mystic) sorcerer (crossblooded) 7 (Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 44 (7d6+14)
Fort +6, Ref +7, Will +6
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-2/19-20)
Sorcerer (Crossblooded) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—fly, haste
. . 2nd (8/day)—darkness, flurry of snowballs (DC 18), resist energy
. . 1st (8/day)—feather fall, grease, mage armor, magic missile, snowball (DC 19)
. . 0 (at will)—acid splash, detect magic, mage hand, mending, message, ray of frost
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 14, Wis 10, Cha 22
Base Atk +3; CMB +1; CMD 13
Feats Diehard, Endurance, Eschew Materials, Greater Spell Focus (conjuration), Intensified Spell[APG], Spell Focus (conjuration), Spell Specialization[UM]
Traits fate's favored, magical lineage
Skills Fly +12, Perception +10, Spellcraft +12, Use Magic Device +16
Languages Abyssal, Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), orc blood, touch of rage
Combat Gear empower metamagic rod (lesser), liquid ice[APG]; Other Gear dagger, bracers of armor +1, cloak of resistance +1, headband of alluring charisma +2, bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, waterskin, whetstone
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Snowball) Pick one spell and cast it as if you were higher level
Touch of Rage +3 (9/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.

| Taeral | 
 
	
 
                
                
              
            
            Wasn't even going to get a mount... But I couldn't get rid of the mount as I needed to swap it with then I gain access to the Banner from the Standard Bearer archetype.

| -Mordecai- | 
 
	
 
                
                
              
            
            Here's a quick sketch on the paladin approach. If there's someone else doing better healing, then I might remove the oracle level, and focus on more dakka.
Male LG Human Paladin (Divine Hunter) 6 / Oracle 1
N Medium Humanoid (Human) / Outside (Native)
Init +7; Senses Perception +2
------------------------------
DEFENSE
------------------------------
AC 20 (Touch 15, Flat-footed 20) (Dex +5, Armor +5, )
hp65 
Fort +12, Ref +12, Will +11
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 
Longsword +1 (1d8+1 19-20/x2)
Ranged 
+1 Longbow +12/+7 (1d8 + 2 x3)
+1 Longbow, DA +10 (1d8 +6 x3)
+1 Longbow, Manyshot, Rapid shot, DA +8/+8/+3 (2d8 +12, 1d8 +6 x3)
Special attacks: 
------------------------------
STATISTICS
------------------------------
Str 12, Dex 18(20), Con 14, Int 8, Wis 8, Cha 18(20)
Base Atk +6; CMB +7; CMD 22
Traits Fate's favored, Reactionary
Feats Point-blank shot, Precise shot, Deadly Aim, Rapid shot, Manyshot
Skills Diplomacy, +11 Perception +2
Languages Common
------------------------------
SPECIAL ABILITIES
------------------------------
Dual talent Pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) 2 / day As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.
Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, distance, returning, or seeking and speed.
Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin’s 6th-level mercy.
Oracle Mystery: Life
Oracle's Curse: Lame curse (Base speed 20ft)
Revelation - Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
------------------------------
GEAR/POSSESSIONS
------------------------------
+1 adaptive composite longbow 3400
+1 chain shirt 1250
dex belt 4k
cha headband 4k
------------------------------
SPELLS
------------------------------
Oracle spells known:
0 - Detect magic, stabilize, Guidance, Light
1 - Divine favor, protection from evil
Paladin spells:
1 - Weapons Against Evil, Hero's Defiance

| Xeram | 
 
	
 
                
                
              
            
            Looks good to me.
I've finished 2 maps.
The surface entrance and the first underground part.
That leaves the hold itself, and 2 smaller places.
One of the two took the invitation.
The other hasn't yet responded.

| Xeram | 
 
	
 
                
                
              
            
            I'm hoping for everyone being able to do 1 post a/day, more is a plus, nothing pressured of course.
Given that the other team still has business in the Darklands, and two cities to fight at, we should not be in a race against time.
I reckon if there's regular posting, we could do it in month and a half, maybe two at most, is my estimate.
I can check multiple times a/day.

| -Mordecai- | 
 
	
 
                
                
              
            
            Once per day sounds good.
BTW, one bit of critique on Ed Earl: The will save is ... well.. abysmal. Is there anything you could do to raise it a bit?
Bad Fortitude or Reflex saves might get your characters killed, but a bad will save gets your friends killed. (says the man whose confused swashbuckler killed two allies in one scenario) :)

| Renee le Rapide | 
 
	
 
                
                
              
            
            and...really? That is both a shame and funny at the same time.
Yeah... There was a lot of bad luck with the rolls, the swashbucklers will save wasn't that bad. But also, in a scenario I played last week my character got into the receiving end of a dominated barbarian's full attack (followed by dominated wizard's dragon breath) :P So I'm quite wary of bad will saves :)
Anyhow, here's the inquisitor version of my character. Don't quite know which I would rather play. Depends a bit on the other characters as well.

| Ed Earl | 
 
	
 
                
                
              
            
            I swapped some stats around and changed my purchased items a bit.  
picked up a wand of Prot. from Evil, that either Ed Earl can use or someone else can if needed.
Number of attempts before wand was activated.
UMD 1: 1d20 + 5 ⇒ (11) + 5 = 16
UMD 2: 1d20 + 5 ⇒ (12) + 5 = 17
UMD 3: 1d20 + 5 ⇒ (2) + 5 = 7
UMD 4: 1d20 + 5 ⇒ (20) + 5 = 25

| FangDragon | 
 
	
 
                
                
              
            
            Found by the party one morning, rocking backwards and forwards under a shattered table in the aftermath of a particularly spectacular bar brawl is the incorrigible wretch Grog. He was still holding a bottle of whisky like it was the most precocious thing in the world. Apparently the pile of bodies in immediate area where of those foolish enough to try and take it from him...
Dwarf barbarian (drunken brute, untamed rager) 7 (Pathfinder Player Companion: Dirty Tactics Toolbox 15, Pathfinder RPG Advanced Player's Guide 78)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 82 (7d12+28)
Fort +9, Ref +4, Will +4; +2 vs. poison, spells, and spell-like abilities, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; Resist fortified drinker
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dwarven longhammer +13/+8 (2d6+8/×3)
Special Attacks hatred, rage (19 rounds/day), rage powers (good for what ails you[APG], roaring drunk[APG], savage dirty trick)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +12 (+17 dirty trick); CMD 23 (27 vs. bull rush, 26 vs. dirty trick, 27 vs. trip)
Feats Drunken Brawler, Endurance, Greater Dirty Trick[APG], Improved Dirty Trick[APG], Power Attack, Raging Vitality[APG]
Traits fortified drinker, glory of old
Skills Acrobatics +8 (+4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (alchemy) +10, Handle Animal +9, Intimidate +11, Perception +13 (+15 to notice unusual stonework), Survival +13; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ dishonorable, raging drunk
Combat Gear barbarian chew, barbarian chew, barbarian chew, barbarian chew, gravelly tonic[ACG] (4); Other Gear mwk mountain pattern armor[UC], +1 dwarven longhammer[ARG], belt of giant strength +2, cloak of resistance +1, deadeye’s spotter ring, helm of fearsome mien[APG], absinthe (per bottle)[UE] (4), auroch’s breath, auroch’s breath, longbeard lambic (5), oldlaw whiskey (per bottle)[UE] (2), wyrm's breath bitter (4), 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dishonorable +1 (Ex) Gain CMB/CMD bonus to Dirty Trick maneuvers.
Drunken Brawler You have learned how to fight effectively while drunk.
Prerequisites: Endurance, worshiper of Cayden Cailean.
Benefit: When you drink a tankard of ale or strong alcohol, you take a -2 penalty on Reflex saving throws, but g
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Good for What Ails You (Ex) While raging, drink alchohol to re-save vs. various conditions.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (19 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alchohol - this round does not count against rounds of rage/day.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Roaring Drunk (max +1, current +0) (Ex) Each alchoholic drink consumed grants +1 to intimidate and fear save DCs
Savage Dirty Trick (1/round, DC 18) (Ex) Fort save vs. additional dirty trick effect.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Edit: Gear fixed (I had spent too much). Please let me know if you're OK with all those splat books.

| Old Grog | 
 
	
 
                
                
              
            
            Should be fun. Grog's here to fight dirty and drink, well mostly to drink if I'm being honest.

| Ed Earl | 
 
	
 
                
                
              
            
            So I just wanted to put together a list of characters submitted so far, mostly for my own sanity.
Old Grog - Dwarven barbarian (drunken brute, untamed rager) 7
Renee le Rapide - Half-orc inquisitor of Desna 7
Carlaya - Half-elf ranger 7
Name Unknown - Human Paladin (Divine Hunter) 6 / Oracle 1
Name Unknown - Half-orc (mystic) sorcerer (crossblooded) 7
Ed Earl - Human (Ulfen) cavalier (standard bearer) 7

| Renee le Rapide | 
 
	
 
                
                
              
            
            BTW, everyone might want to spend some gold on healing items. Renee has one wand of CLW, but will run out quick if it's the only thing providing healing

| Old Grog | 
 
	
 
                
                
              
            
            Can ye drink a wand? Nae! Grog be spending his reward on ale and w#*+@s!
I'll see if I can make room for a third wand - they'll get used up pretty quickly at this level.

| Seth86 | 

| Xeram | 
 
	
 
                
                
              
            
            So, i owe you guys for your bothering to make PCs.
While not every enemy is made for its entirety, how about approaching the entrance to start with?
Those enemies i've got ready.
----------------
Seth86, which one will you take?
Renee, your init says 9, but after 5 dex and reactionary, what brings the last +2?

| Old Grog | 
 
	
 
                
                
              
            
            "Hick-ish. Erm where'd I put me bottle?!" Grog gets up and starts looking around bleary eyed and trips over a body. "Oi you did that on purpose!" he rants. The body doesn't notice. It's dead. Cheering up he spots something, "Oh dere it is. Come ta pappa, ye sweet bottle 'o' whisky!"
Grog takes a jump at it, no whisky bottle is getting away from him, no siree! Dex: 1d20 + 1 ⇒ (18) + 1 = 19 And so it is, he has his prize! And uh just point him in the direction of the dungeon and tell him they stole his booze. Poor them...

| Xeram | 

| Zira Mitsobar | 
 
	
 
                
                
              
            
            Sorry for delay. GM can bot me. Was at work till after 7pm. Will try to post tomorrow.
-Posted with Wayfinder

| Old Grog | 
 
	
 
                
                
              
            
            Folks I'm going on my semi-annual transatlantic business trip and will be traveling this weekend and next. I expect to have internet access at the hotel so I should be able to post, but I may be slower at responding than usual. Please bot if needed.

| Zira Mitsobar | 
 
	
 
                
                
              
            
            Um back. Sorry about all that delay
-Posted with Wayfinder

| Zira Mitsobar | 
 
	
 
                
                
              
            
            Hey folks. Just saying work is putting me under a lot of stress. Will be back to posting by the weekend
-Posted with Wayfinder
 
	
 
     
     
     
	
 