Erea Eclipsed (Inactive)

Game Master Larkos

A cold war simmers in the continent of Erea. Heroes from all corners of the land must rise or else darkness shall fall.

For Posting and Approving Character Sheets

This campaign has the following houserules:

All non-Int-based caster get at least 4 + INT skill points per level. This means Clerics, Fighters, Sorcerers, and Paladins get 4 + INT skill points per level.

Power attack and Combat Expertise are no longer feats. Anyone can use either to full effect. All characters are treated as though they have these feats for the purposes of prerequisites.

No class has only one good save. If you play a class with only one good save, you will get a good save based on that character's play style. For example a sword-and-board fighter will get a good will save. A two-weapon fighter will get a good reflex save.

Piranha strike works with rapiers.

All other houserules are class-specific and will be explained if someone plays that class. More houserules may be added to the list at anytime.

GM Larkos wrote:

Power attack and Combat Expertise are no longer feats. Anyone can use either to full effect. All characters are treated as though they have these feats for the purposes of prerequisites.

[edit] Point-Blank Shot is also no longer feat and and is just something that everyone can do. All characters are treated as though they have this feat for the purposes of prerequisites.

Everyone starts at level 9 with standard gold and a free bag of holding type 1

Anya Silver-Haired

Sorcerer, Level 9
Bloodline: Draconic
Alignment: CG

Str: 13
Dex: 13
Con: 14
Int: 14
Wis: 14
Cha: 20 + 4 = 24

Health: 58

BAB: +4 Fort: +5 Ref: +4 Will: +8
AC: 10 + armor bonus + shield bonus + dex + other
10 + 4 (Mage Armor) + 4 (Shield) + 1 + 2 = 21
Init: 5

Gold: 22,000

Class Skills: 4 plus Int Modifier = 7

Bluff (Cha): 9 + 3 + 1 + 7 = 20
Fly (Dex): 9 + 3 + 1 = 13
Knowledge (arcana): 9 + 3 + 2 = 14
Perception (Wis): 9 + 3 + 2 = 14
Sense Motive (Wis): 9 + 3 + 1 + 7 = 20
Spellcraft (Int): 9 + 3 + 2 = 14
Use Magic Device (Cha): 9 + 3 + 7 = 19

Languages: Common, Draconic, Infernal

Spells Known:

0th - 6:
Ist - 6:
2nd - 6:
3rd - 6:
4th - 4:

Oth - 8
Detect Magic, Read Magic, Dancing Lights, Prestidigitation, Mage Hand, Drench, Message

1st - 5
Magic Missile., Grease, Ray of Enfeeblement, Snowball, Shield, Unseen Servant, Charm Person, Mage Armor (BL)

2nd - 4
Scorching Ray, Hideous Laughter, Invisibility, Glitterdust, Darkness, Burning Arc, Resist Energy (BL)

3rd - 3
Fireball, Dispel Magic, Slow, Ice Spear, Battering Blast, Fly (BL)

4th - 2
Ice Storm, Dimension Door, Fear (BL)

DC = 10 + spell level + 5

Feats: Craft Wondrous Item (Bonus Story), Still Spell, Empower Spell, Spell Penetration, Spell Focus (Evocation), Silent Spell, Improved Init

Equipment: Ring of Protection +2, Headband of Alluring Charisma +4, Bag of Holding, Daggers, Torches, Rope, Rations

Draconic Bloodline:

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Elemental Spit (Su): Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline’s energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Cold, 30 foot cone

Original Stat rolls: 13, 14, 13, 14, 17, 13


Convincing Liar - You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.

Outcast's Intuition - You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Updated character sheet in profile. Bought more shinies, swapped out a spell.

Not gonna repaste it over here. Clicky the link if you're interested.

Name Tarik Blackhands
Race: Human
Class Levels Gunslinger 9 (Pistolero)
Alignment: CG
Deity of Choice: Desna

Strength 11
Dexterity 24 (20)
Constitution 13
Intelligence 12
Wisdom 16
Charisma 11

Languages: Common, Sylvian

HP 82
BAB +9/+4
RAB: +16/+11
MAB: +9/+4
AC: 28
FFAC: 16
TAC: 20
CMB: +9
CMD: 25

Fortitude +9
Reflex +15
Will +8

Black Powder Bravado (if you miss w/deed that requires an attack roll, one reroll per day)
Slippery (+1 Stealth, class skill)

Know Engineering: 9+1+3: 13
Perception: 9+3+3: 15
Sleight of Hand: 9+7+3: 19
Survival: 9+3+3: 15
Know Local: 4+1+3: 8
Stealth: 6+7+1+3: 17
Swim: 4+3: 7
Climb: 1+3: 5
Acrobatics: 5+7+3: 15
Craft Alchemy: 2+1+3: 9
Intimidate 1+3: 4
Bluff: 4+3: 7

Point Blank Shot
Combat Expertise
Power Attack (-3, +6)
Precise Shot
Deadly Aim (-3, +6)
Rapid Reload (Double Pistol)
Weapon Focus (Double Pistol)
Rapid Shot
Snap Shot
Shield Proficiency

Class Features
Grit (5/5)
Nimble +2
Pistol Training (+Dex+1 to pistol damage, Broken Misfire +2 instead of +4

Up Close and Personal (+2d6)
Utility Shot

Darkleaf Cloth Studded Leather Armor +2
+1 Heavy Steel Shield w/ Torch Sconce

+1 Distance Double Pistol (1d8+9 x4, range 40, Misfire -)
Mwk Longsword
X3 Daggers

Slate Spider Figurine
+2 Cloak of Resistance
+4 Dex Belt
Type 1 Bag of Holding
Dust of Appearance
Dry Load Powder Horn
Powder Horn
Powder Keg
X200 Paper Alchemical Cartridges
X200 Bullets
Rope of Climbing
Everburning Torch
Dust of Disappearance
+1 Ring of Protection
Gunsmithing Kit
5 Climbing spikes+Hammer
1,250k Gold

My sheet

Crunch approved for both of you. Gonna need a real back story from you, Tarik.

Full Name Val Autumnchild
Race Human
Classes/Levels Investigator (Sleuth), level 9
Gender Female
Size Medium
Age 18
Alignment CG
Deity Desna
Occupation Thief
Strength 11
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 12
Charisma 15
STRENGTH 11 (+0)
DEXTERITY 18 (+4) 20 (+5)
INTELLIGENCE 14 (+2) 16 (+3)
WISDOM 12 (+1)
CHARISMA 16 (+3)
Initiative +4 = 4 [Dex]
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +16 (17) = DEX 4+9+3
Bluff +16 = CHA 3+9+3+1
Diplomacy +13 = CHA 3+7+3
Disable Device*† +12 = DEX 4+6+0+2 [Deft Hands]
Disguise +15 = CHA 3+9+3
Escape Artist* +14 (15) = DEX 4+7+3
K (Local)† +14 (15) = INT 2+9+3
Perception +13 = WIS 1+9+3
Perform (Sing) +7=Cha 3+1+3
Sense Motive +13 = WIS 1+9+3
Sleight of Hand*† +18 (19) = DEX 4+9+3+2 [Deft Hands]
Stealth* +16 (17) = DEX 4+9+3
* Armor Check Penalty 0
† Trained Only
Base Speed [ 30 (6 sq.) ]
AC [23] = 10 +5 [Dex] +1 [Dodge feat] + 5 [Armor] + 2 [deflection]
Touch AC [18]
Flat-Footed [17]
25% chance to negate crits and sneak attacks.
Basic Melee Attack (weapon finesse) +11/+6
Basic Ranged Attack +11/+6
Piranha Strike +9/+4
Rapier Damage
1d6 + 0
vs. evil 3d6
w/ piranha strike 1d6(3d6) + 4
Studied strike +3d6
All Together 7d6 + 4
FORTITUDE SAVE +6 = 3 [base] +1 [Con] +2
REFLEX SAVE +12 = 6 [base] +4 [Dex] + 2
WILL SAVE +9 = 6 [base] +1 [Wis] + 2
CMB +6 = 6 [BAB] +0 [Str] +0 [size]
CMD +21 = 10 +6 [BAB] +0 [Str] +4 [Dex] +0 [size] +1 [Dodge feat]
Combat Expertise
Improved Feint
Greater Feint
Improved Steal
Deft Hands
Point-Blank Shot
Power Attack
Weapon Finesse
Piranha Strike
Freedom Fighter You’ve dedicated your life to fighting against oppression, tyranny, and slavery.
Benefit: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
Benefit(s): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

2 Bonus Languages (Int)
Infernal, Dwarven
Also knows a few loan words from Gnoll used in street slang, mostly curses.
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)
Inspiration (Ex)
Inspiration Pool 6 (7 w/ headband)
3rd- Expanded Inspiration
5th- Quick Study
7th- Amazing Inspiration
9th-Combat Inspiration
Rogue Talent: Fast Fingers:Once per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check.
A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Luck Pool 5
Daring (Ex):
Opportunistic Evasion
Sleuth's Initiative
Make It Count (Ex):
Run Like Hell (Ex)

Poison Lore (Ex)

Poison Resistance (Ex) +6

Keen Recollection

Trap Sense (Ex) +3

Studied Combat (Ex) (swift action)

Studied Strike (Ex) +3d6

+1 Light Fortification Mithral Chain Shirt 5,100 gp: 4 AC; 6 Dex Bonus; No Armor Penalty
+1 Holy Rapier 18,020 gp: 1d6; 18-20/x2; Piercing; good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it.
Ring of protection + 2
Cloak of resistance +2
Headband of Vast Intelligence +2
Belt of Incredible Dexerity +2
5 daggers, hand crossbow, sap
Outfit (cold weather), Outfit (pickpockets), Soldier’s uniform, Courtier’s outfit, Entertainer’s outfit, Peasant’s outfit, traveler’s outfit
Rogue's Kit a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
Traveler's Any-Tool
Jump x 2 100 gp
CLW x 5 250 gp
Cat's Grace 300 gp
Eagle's Splendor 300 gp
Gold: 1470
Health: 67

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