Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Only 20 feet deep? That seems too easy. " is there a way to climb along the wall?


as in "Spider-Man" it. Possible yes, but DC 25 to climb and cross along the walls. I would say 2-3 passes to get across safely depending on speed and whatnot


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

If I take off my armor and lose the shield, I can get my climb up to +13 which makes that at least doable, and hard to fail. Don't know if anyone else has a better trick up their sleeve.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe runs forward and leaps it

1d20 + 2 ⇒ (14) + 2 = 16Acro

Once he makes it across he tosses a rope

Well that was easy


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Hmm, never think of jumping, which is odd since I have +10 even in armor.


so what kind of skill check do we need to dangle from the rope and pull our selves across?


I would ssay either strength to physically pull yourself across without falling or dexterity check to "shimmy" across guerrilla style


Wulfgar looks a the rope and asks "What are we waitink for comrrrrades, da?" He then grabs the rope and begins to pull himself across.

if this is something he can 'take ten' for, giving him 15 he will, if not, here we go

str: 1d20 + 5 ⇒ (17) + 5 = 22


There will be one person to stay behind and "secure" the rope to allow the others to cross. Who is staying, and yes you can take 10

Wulfgar, grabs the rope, and pulls himself across with his sheer strength. He gets to the other side, and looks back and urges the others to hurry up.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Being of the more graceful sort Teclis casts a spell, fly, and merely floats across the trench..


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will stay, he can make the jump pretty easily.


Did Klang fall into the pit?


Kelang jumps, but stumbles and falls into the pit. You see him disappear into nothingness. It seems as there was an illusion hiding the real contents of the put, as it bubbles and roils with acidic liquid of some sort.

The group continues on, the corner goes southward, and a pile of rubble seems to have fallen from the ceiling. In the next room, a column is partially collapsed...lucky it was a decorative column and not a support column. Not long do you enter the room when a chill comes over all of you.

Init
Balthe: 1d20 + 2 ⇒ (7) + 2 = 9
Nils: 1d20 + 2 ⇒ (8) + 2 = 10
Wulfgar: 1d20 + 2 ⇒ (5) + 2 = 7
Teclis: 1d20 + 5 ⇒ (12) + 5 = 17

Teclis:
Nils:
Me:
Wulfgar:
Balthe:

Knowledge religion to identify.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Its been 2 months since Klang posted. Am I to assume that is ur way of removing him? Because I would at least try to help a fallen comrade if not..

We see some creature in the room?

Know Religion: 1d20 + 14 ⇒ (7) + 14 = 21


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"What is that? "


I sent him a pm a few weeks ago with no response. Yes, I dm killed him lol


Teclis, you have a suspicion this is a haunt. A paranormal experience, which is undead in essence but cannot be damaged unless with a channel. If one stays in the area of effect near the haunt it tries to inflict its pain and agony on living creatures.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Its a Haunt! Channel Energy Wulfgar and perhaps you can render it inoperable.."


Wufgar shrugs his shoulders and says Da, I will callink on Gorrrrum for help comrrrrade.... smiling Gorrrrum!

positive energy: 3d8 ⇒ (1, 8, 7) = 16


Wulfgar, channels positive energy. He feels the waves of positive energy combat unseen forces before him. The chilling cold dissipates and the roo feels normal again.

The group, continues to push on. You come to an intersection. To the north, you see what looks like two chests to the north. To the south, an alchemy room of sorts. A corridor runs to the east before one would reach the alchemy room.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Interesting setup.. The chests are obviously some sort of trap.. Let me have a look.."

He casts detect magic and scans for any aura's on or around the chest..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 12 ⇒ (19) + 12 = 31 percep

Balthe checks the old fashion way


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will also take a look.

perception: 1d20 + 13 ⇒ (16) + 13 = 29


Wufgar stand scratching his beard, waiting to see if any thing jumps out he can kill with his sword.

perception: 1d20 + 3 ⇒ (17) + 3 = 20


The group, checks out the two chests, and nothing appears to be trapped or otherwise tampered with. Both chest do not radiate magic. Both chests easily pop open, and inside are tattered clothes, most likely those to show reverence to Aroden. They were at one point nice clothes, but have since succumb to moths and bugs.

You head south, towards the alchemy lab. The hallway that heads east, proceeds a couple hundred feet. There is another hall that goes south.

You continue on to the alchemy lab, to find an alchemy table. There are a handful of vials on the table. Otherwise the room seems empty and void of life. A small bookcase is tucked on the western wall.

perception checks from all please


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

perception: 1d20 + 13 ⇒ (13) + 13 = 26


perception: 1d20 + 3 ⇒ (8) + 3 = 11


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Perc: 1d20 + 10 ⇒ (20) + 10 = 30

Teclis looks to see if any of the vials are magical and if so attemtps to id them..

Spellcraft: 1d20 + 17 ⇒ (4) + 17 = 21 Ignore if he doesnt have time to do this..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 12 ⇒ (15) + 12 = 27


The three of you survey the alchemy room. You sot three vials on the table. Two appear to be alchemist fire, the third is liquid ice ("alchemist ice", 1d6 cold damage for 1 round , 1 damage in 5' splash)

On the table as well, are carving tools, and other tools to craft something out of hard material.


Seeing the others walk up to the table Wulfgar wonders huh, how did I miss that table It's right there. following his team mates, he looks at the carving tools and wonders aloud "Carrrrvink tools, I am wonderrrrink what they are beink used for, da comrrrrades!"


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"I don't imagine that portal gets opened all the time, so this stuff has been here a while. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis takes the alchemist stuffs.. "We should probably continue.."


The group continues on. The next hallway, that runs south, has a room at the end. The room seems to have a simple table, and a few very dusty, open books on the table.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"See, like I said, this place is abandoned. Someone want to check out those books?" while checks the room for traps

perception: 1d20 + 13 ⇒ (7) + 13 = 20


Wulfgar, following behind Nils, his left eye focused, his right spinning and twitching. "Da comrrrrade, I am agreeink it is seemink to be abandoned." But still keeping a keen eye out, he cast detect magic as he looks about the room.

perception: 1d20 + 3 ⇒ (2) + 3 = 5


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 12 ⇒ (1) + 12 = 13 percep


Other than a few very dusty books, you don't see anything of interest or noteworthy. Your group decides to move on.

You come to a bridge, with running water flanking on the two edges of the bridge. A makeshift grate system allows you to see down into the water below, without risk of falling in. You can see the water is moving fast, but not too terribly powerful. In the room beyond you see a large statue, standing approximately 9 feet tall, and appears to be made from worked stone.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Think it will start trying to kill us?"


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Hard to tell for sure.. Probably have to get closer if its going too.." Still have detect magic up..


Hearing Nils question, Wulfgar begins to Laugh, his right eye rolling back into his head "Bwa ha ha, What is point of fightink statue if it is not tryink to kill us, Comrrrrades? If we are thinkink fightink is imminent I can be makink those comrrrrades who are wishink big like statue. However maybe we should be waitink until we are done crrrrossink brrrridge Da?"


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Yeah, we'll burn that bridge when we get to it as usual."

and he will check the bridge for traps.

perception: 1d20 + 13 ⇒ (15) + 13 = 28


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe follows, quietly as usual.


my armor is heavier than theirs, I will wait until they say it is clear Watching carefully, Wulfgar waits until Nils give the all clear signal before he steps out onto the bridge.


Wulfagr passes the bridge when he is given the all clear by Nils and Balthe about the bridge's safety.

Teclis gets a heavy feeling of conjuration when he centers it on the statue.

Nothing else seems out of place.

Once Teclis studies the statue for a few seconds, it starts to move and turns to meet your group head on.

Init
Balthe: 1d20 + 2 ⇒ (18) + 2 = 20
Nils: 1d20 + 2 ⇒ (16) + 2 = 18
Wulfgar: 1d20 + 2 ⇒ (15) + 2 = 17
Teclis: 1d20 + 5 ⇒ (8) + 5 = 13
Me: 1d20 - 1 ⇒ (19) - 1 = 18

Round 1

Balthe: go
------
Nils
Me
------
Wulfgar
Nils
Teclis


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Bathe immediately steps up and pounds away at the statue

Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (12) + 11 - 1 - 2 = 20 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (8) + 11 - 1 - 2 = 16 for 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Unarmed Strike: 1d20 + 6 - 1 - 2 ⇒ (16) + 6 - 1 - 2 = 19 for 1d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18


Balthe, steps up and begins to pound on the statue. He connects with the slow lumbering creature, but his blows meet cold stone, absorbing nearly all of potential hurt.

The enemy, then returns the hostility towards Balthe with two slams of his own. But both slams fail to connect with the limber and nimble monk.

attacks Balthe: 1d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (3) + 8 = 11

Round 1

Balthe: done
------
Nils: go
Me: done
------
Wulfgar
Nils
Teclis

Damage:
Me: 3


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Seeing that Balthe is having trouble doijng damage, Nils will unleash on it with ranger focus and rage.

power attack
to hit: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 1d8 + 15 ⇒ (6) + 15 = 21 electricity: 1d6 ⇒ 5
to hit: 1d20 + 10 ⇒ (2) + 10 = 12 damage: 1d8 + 15 ⇒ (5) + 15 = 20 electricity: 1d6 ⇒ 3


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Know Arcana: 1d20 + 16 ⇒ (11) + 16 = 27

Teclis casts Haste on the party..


Wulfgar begins to laugh, nearing Balthe, both his eyes clearly focused, "Bwa ha ha , Bouncer Balthe, let us be seeink if makink your fists bigger will be helping with the pugilism, Da, Comrrrrade!" he then reaches out to Balthe and casts 'enlarge person'.

so move action to get nearer and standard action to cast.

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There is civil unrest the Chelaxian colony of Canorus in the western continent. For years, Canorus supplied the Chelish with gold and slaves. It isn't until the recent 5-6 years, that an uprising has been in the works. There are people, within Canorus who detest this practice and want change. This change comes at a cost though...blood and lives.

The Canorus masses divided amongst themselves. You were tasked to pick a side, or deemed an enemy to both sides. You took matters into your own hands...you chose neither side and fled Canorus. You felt the in-party fighting of the Canorus population would cause the ultimate downfall of the colony itself, so you chose to not be a party to it at all.

Your group...albeit few in number took a smuggler's ship, and headed off towards...well anywhere but where you were. The first week wasn't bad, you made some headway into the sea, heading towards what you were hoping was a non-Chelish ruled land. On the ninth day at sea, fog rolled in, causing you to lose all visibility. You were sailing blind, and this nearly cost you your lives.

Your ship, ran aground. Most of the cargo was lost to salty depths, but you managed to save a few things. Unsure where you are, you figure it cannot be any worse than the civil unrest from whence you fled. Will you conquer the island, or will the island claim you?

If you are interested please read the character guidelines below :)

Character Crunch:

Level: NPC 3 / PC 2 /PC 2 (Choose an NPC class of Expert/Warrior/Adept and take 3 levels. Then choose a Core class and take 2 levels in it.)

Stats: 4d6 drop low, 6 sets OR 25 point buy

HP: max at NPC/PC 1, ave+1 for other NPC/PC levels

SPECIAL KICK: GESTALT PC Yes Gestalt, but only the PC levels. Take 3 level of NPC, than add on the gestalt levels

Races: Core

Classes: Core

Archetypes: paizo

Traits: 2 paizo

Background: as more or as little was you want

Number of Spots: I may have 2 PC in line from an earlier game that popped, so I will take a TOTAL of 5 PC between them and this.

Wealth: 100 gp. I know 100 gold isn't much, but I do have a plan to equip you in the early stages.

Exploration: I will be providing a hexagonal map. A PC (or group) can spend the "adventuring day and explore 1 hexagon. I will give a overview of what the explorers find, meet, see, etc. PC in the same hex can respond what is given (battles, objects, etc). I don't expect or assume the group will stay a whole, nor do I expect everyone to split up and each take a different hex. You can only also explore hexes which share a side, so no jumping "across" the map.

Any questions or concerns, please feel free to post away :)[/ooc]

In the event I get enough applicants, the game would start sometime around/after the first of the year.


Are archetypes allowed? What about traits?


I edited main post :)


Gestalt, ugh. I change my mind. Good luck though.


Nohwear wrote:
Gestalt, ugh. I change my mind. Good luck though.

Should there be overwhelming response against gestalt, I may go back to non-gestalt. I will keep you posted if things change :)


I have a plan for a half-orc Cleric of Erastil/Zen Archer monk.
For the stats, do you mean that we do 6 sets of stats and choose our best, or simply do 6 rolls of 4d6 drop lowest?


4d6 ⇒ (4, 1, 5, 1) = 11 11
4d6 ⇒ (4, 6, 6, 5) = 21 17
4d6 ⇒ (1, 5, 2, 2) = 10 9
4d6 ⇒ (3, 3, 1, 1) = 8 7
4d6 ⇒ (2, 2, 6, 6) = 16 14
4d6 ⇒ (3, 5, 4, 2) = 14 12

Does that make sense?


Yeah, that's what I was asking, thanks!

4d6: 4d6 ⇒ (5, 1, 4, 6) = 1615
4d6: 4d6 ⇒ (4, 1, 2, 5) = 1211
4d6: 4d6 ⇒ (2, 5, 6, 1) = 1413
4d6: 4d6 ⇒ (5, 5, 4, 5) = 1915
4d6: 4d6 ⇒ (6, 5, 5, 4) = 2016
4d6: 4d6 ⇒ (3, 4, 6, 1) = 1413

Edit: Wow, I'll definitely take those! I'll try to get a character up by tomorrow.


Does core classes and races mean strictly that, no exceptions? (7 races, 11 classes)

4d6 - 2 ⇒ (2, 2, 6, 6) - 2 = 14
4d6 - 1 ⇒ (1, 6, 4, 2) - 1 = 12
4d6 - 2 ⇒ (2, 6, 2, 5) - 2 = 13
4d6 - 2 ⇒ (2, 3, 6, 3) - 2 = 12
4d6 - 2 ⇒ (6, 4, 6, 2) - 2 = 16
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14

16,14,14,13,12,12


HighonHolyWater wrote:

Does core classes and races mean strictly that, no exceptions? (7 races, 11 classes)

Yes, I want to keep it fairly simple. That is also the reaon why I chose to try gestalt, keep it easy but open Paizo archetypes for more flexibility.

:)


For things determined by character level, like when we get a stat bump, are we considered level 5 or level 2?


Dragonflyer1243 wrote:
For things determined by character level, like when we get a stat bump, are we considered level 5 or level 2?

Okay, after this question I am revising the character creation rules. Listed below is what to do:

NO NPC CLASSES
5TH LEVEL GESTALT (therefor a single stay bump)

I want you guys to have some power, just not teleportation stuff a the get go.

For those with minions or spell books, etc.

Your animal companion / familiar WILL be with you

Your spell pouch or spell book WILL be with you.

You will get 250 gold worth of goods. What isn't soent will be lost and encumbrance will be tracked to a minimal degree.

Combats will be abstract and will only use a map if badly needed :)


Do we need to choose which methode of stat selection or can we roll and still take point buy if we're not satisfied with the rolls?


Theorythmus wrote:
Do we need to choose which methode of stat selection or can we roll and still take point buy if we're not satisfied with the rolls?

You can roll and then decide if you wish.


Another question, are all paizo archetypes allowed? I ask because some archetypes include some things like guns or other such things.


Cool cool. I will be submitting a ranger cleric soon.


Here are my rolls

4d6 - 1 ⇒ (1, 5, 5, 2) - 1 = 12
4d6 - 1 ⇒ (1, 3, 1, 5) - 1 = 9
4d6 - 4 ⇒ (6, 5, 4, 6) - 4 = 17
4d6 - 1 ⇒ (1, 5, 4, 1) - 1 = 10
4d6 - 1 ⇒ (1, 2, 1, 6) - 1 = 9
4d6 - 1 ⇒ (6, 1, 1, 3) - 1 = 10

I will work on Wizard...I like what I rolled! its old school


I give you Ziago Redfey the Wizard of the Green.


Might as well try the dice before doing the point buy.

4d6 ⇒ (6, 4, 5, 2) = 17 15
4d6 ⇒ (4, 1, 4, 6) = 15 14
4d6 ⇒ (6, 2, 2, 5) = 15 13
4d6 ⇒ (2, 4, 3, 6) = 15 13
4d6 ⇒ (6, 5, 1, 5) = 17 16
4d6 ⇒ (4, 5, 4, 1) = 14 13

not bad, will run with that.

Just have to decide on the classes. Perhaps fighter/barbarian. Actually maybe ranger/barbarian


Me again, got some ideas, but got yet another question.

If you have 2 classes that would give you the same type of "pet", how would they stack up together? Would you get 2 pets or just one?


Nils the Roamer

Nils is originally from Halgrim in the Land of the Linnorm Kings. Joining a sailing crew early on to make a living he roved far and wide on various voyages, some trading, some viking. His captain was commonly involved in the sea trade with the Canorus colony. It was high risk, but high profit. At one point his ship ran aground on one of the islands that used to be part of the colony of Azlant. While the ship was being repaired, Nils commanded an expedition in search of supplies. He managed to stumble into some Azlanti ruins, and became fascinated with the topic, spending much of his time learning about the ancient civilization, and even the language.

On the latest trip to Canorus (the city), his captain was approached by a number of locals who wished to get clear of the colony for passage to the inner sea region. By this point Nils had advanced to a position of first mate on the vessel, and was in favor of getting clear of the erupting war before ship was impressed by one side or the other. They left immediately after boarding the locals and didn't even finish their trade business. Heading out into weather, that likely they would have avoided had they the choice, they ended up stuck in storms, and then a fog bank as dense as pea soup. Eventually they wrecked on a rock lurking right under the waterline, losing the vessel and much of the crew (including the captain). Somehow all of the refugees survived. Nils was only able to salvage a minimum of equipment from the ship before it broke up on the rocks, as he managed to load up who he could into a skiff and get them to the island nearby.

Obviously I took the liberty of folding in the general origin into my background which is slightly different than the norm.

Nils stats:

Nils
Male human (ulfen) barbarian (invulnerable rager) 5/ranger (guide) 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 79, 125)
N Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 60 (5d12+20)
Fort +7, Ref +6, Will +3; +2 vs. death, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +9 (1d10+6)
Special Attacks combat style (two-handed weapon), rage (15 rounds/day), rage powers (beast totem, lesser, superstition +3), ranger's focus
Ranger (Guide) Spells Prepared (CL 2nd; concentration +3)
. . 1st—endure elements, entangle (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 13, Wis 13, Cha 13
Base Atk +5; CMB +9; CMD 21
Feats Endurance, Fey Foundling[ISWG], Power Attack, Raging Vitality[APG], Skill Focus (Perception), Toughness
Traits indomitable faith, trap finder
Skills Acrobatics +7 (+11 to jump), Climb +9, Craft (armor) +5, Craft (weapons) +5, Disable Device +8, Knowledge (geography) +9, Knowledge (history) +2, Knowledge (nature) +9, Perception +12, Profession (sailor) +6, Ride +5, Survival +9 (+11 to avoid becoming lost when using this), Swim +11
Languages Azlanti, Common, Skald
SQ fast movement, favored terrain (water +2), terrain bond, track +2, wild empathy +6
Other Gear wooden armor, greatclub, backpack, block and tackle, canteen, compass, flint and steel, hammer, hemp rope (50 ft.), waterskin, whetstone, 202 gp, 4 sp, 8 cp
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Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Terrain (Water +2) (Ex) +2 to rolls when in Favored Terrain (Water).
Fey Foundling Magical healing works better on you
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +2 Add the listed bonus to survival checks made to track.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Let's check the rolls before deciding on them or point-buy...

4d6 ⇒ (1, 1, 5, 4) = 11 10
4d6 ⇒ (4, 6, 5, 4) = 19 15
4d6 ⇒ (6, 4, 6, 6) = 22 18
4d6 ⇒ (1, 1, 4, 4) = 10 9
4d6 ⇒ (2, 5, 1, 4) = 12 11
4d6 ⇒ (6, 6, 1, 5) = 18 17

18, 17, 15, 11, 10, 9 (that's pretty awesome!)

I'm going to resurrect the first character I ever played on these forums - Gow-wabber the Infinitely Prolonged. Basically he's an insane Gnome illusionist who found a Player's Handbook and bases his religion on the tenets found within. He gets a bit meta at times but can easily be reigned in if it gets to be too much. Now I just need to convert him to Gestalt....


Theorythmus wrote:

Me again, got some ideas, but got yet another question.

If you have 2 classes that would give you the same type of "pet", how would they stack up together? Would you get 2 pets or just one?

As in druid/ranger for example. You would receive 1 minion, since the presence of 2 would cause friction between the two minions. You *can* try to have two minions but you will need to have handle animal and I will enforce handle animal checks as I deem necessary to keep them both under control. Make sense?

-------------

Dr. Buzzard -- Nils the Roamer in, previous campaign
Whack-a-Rogue -- ? in from previous campaign
Theorythmus -- ? in from previous campaign

That leaves 2-3 spots open to others whom may be interested

DM Ashman -- Ziago dont forget your other gestalt class. I only see wizard there unless I miss it


Theorythmus wrote:
Another question, are all paizo archetypes allowed? I ask because some archetypes include some things like guns or other such things.

You can have a gun, they will be rare, so have a backup weapon :)


Don't count me out just yet. Dotting for interest, but Christmas is a bit rough atm.


No worries, I work retail so recruitment is going on til about the 1st of the year. Want ppl to enjoy the holidays if the celebrate :)


Actually Nils is a new creation, not brought in from elsewhere.


A question for you. Would you consider crafting to be applicable in this campaign?


Assuming crafting is applicable, I'm working on a LG female dwarf, Cleric (Forgemaster) / Rogue (Trapsmith).

4d6 ⇒ (3, 1, 1, 2) = 7 6
4d6 ⇒ (3, 4, 1, 3) = 11 10
4d6 ⇒ (6, 1, 4, 3) = 14 13
4d6 ⇒ (4, 3, 5, 2) = 14 12
4d6 ⇒ (4, 6, 3, 2) = 15 13
4d6 ⇒ (2, 6, 2, 1) = 11 11

On second thought, I'll take the 25 point buy.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I'm Interested, I'll go with 25 pt buy, see what I can come up with.

Grand Lodge

I'll have to think on it, but I'm considering a Counterfeit Mage rogue. The more I look at the class, the more I like the notion of a big phony mage wannabe.


Dotting for interest, but like others, Christmas time may limit my character creation time...


I'm looking through the traits, and could I reflavor the Veteran of Battle trait to fit Erastil, as if he is providing his devotee with the power necessary to defend himself and his comrades?


Well, rolling up a stat block while I'm here...

4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6 ⇒ (6, 2, 4, 5) = 17 = 15
4d6 ⇒ (1, 2, 1, 6) = 10 = 9
4d6 ⇒ (5, 3, 4, 5) = 17 = 14
4d6 ⇒ (1, 6, 5, 5) = 17 = 16

Interesting set; no 18's, but still, some nice solid numbers all around. Fit for something typically too MAD to pull off...

I'm thinking of a few different combos: Monk/Cleric, Monk/Druid, or Druid/Cleric.

Edit: Looks like there is a Rogue/Cleric, and Ranger/Cleric, and a Zen Archer Monk/Cleric in progress already, so the cleric angle looks pretty well covered. Think I'll go more towards the Druid side of things.


drbuzzard wrote:
Actually Nils is a new creation, not brought in from elsewhere.

You were Binx iirc in my other group, so all I was saying was that you and "dol" and "Marv" all have spots is all.


TreasureFox wrote:
A question for you. Would you consider crafting to be applicable in this campaign?

Passage of time will be somewhat abstract. You can craft, if you don't have tools it will be at a -2 via set rules. But yes, crafting is an option and there may be components/materials you can use for crafting (arms/armor/alchemy/etc)


Dragonflyer1243 wrote:
I'm looking through the traits, and could I reflavor the Veteran of Battle trait to fit Erastil, as if he is providing his devotee with the power necessary to defend himself and his comrades?

You can re fluff, but not change mechanics of it.


DM Stylz wrote:
Dragonflyer1243 wrote:
I'm looking through the traits, and could I reflavor the Veteran of Battle trait to fit Erastil, as if he is providing his devotee with the power necessary to defend himself and his comrades?
You can re fluff, but not change mechanics of it.

That's exactly what I meant, thanks! In that case, the crunch for my character is done, I just need to write up the backstory and I'll post the whole thing here!


DM Stylz wrote:
drbuzzard wrote:
Actually Nils is a new creation, not brought in from elsewhere.
You were Binx iirc in my other group, so all I was saying was that you and "dol" and "Marv" all have spots is all.

Fair enough. Marvin was my guy. So far it looks like a good idea I'm focusing on melee tankishness. I'll get a profile set up in due course.


Updated Background:

Ziago grew up near hamlet in Firani Forest. His orginal Master was killed during raid by a group of demons from Treerazor. On the morning of his Master Eylandago gave Ziago a Tome of magic that hailed form Canorus the Chexlian colony. The Master told him great power rests in the West if you can find it.
So Ziago left Kyonin to travel west. As he got the colony he was unprepared for the sweeping events that were occuring. A civil war of sorts was going on. Ziago chose to stay out of the matter and found a group of similiar minds. He joined them and they left the colony. Now waking up on a strang island Ziago feels like this might be the place of magic his former Master spoke of.


I'm currently working on a Fighter (Lore Warden) / Bard, who will be mostly fighting with a whip, but will not get it finished now as I'm going to a family get-together. :)

happy holidays everyone.


Sounds like an interesting campaign!

I'll draft up the ever iconic rogue/wizard.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Introducing Terimandra, The Dancer in Flames

Terimandra Leitus practices the perfect dance of the True Dervish, an artform few can master. Each step is is perfect, precise, and deadly. Combining the skills of a master swordwoman with the speed and grace of a dancer, she cuts a swath through the Dawnflower's enemies.

While part of her longed to take up arms against the slavers in Canorus, she saw that this path led to too much bloodshed- the blood of innocents, slaves, and misguided people who might one day see the light of the Dawnflower. While Teri knows that the blood of the unrepentant wicked must be shed, she did not see her fellow countrymen in this light, and could not in good conscience go to war against them. Not without the certainty of victory free from needless bloodshed. So she fled. And now, shipwrecked on an unknown island, she begins to doubt her decision... was the call for freedom Sarenrae's calling?


Here is the backstory for the ranger cleric but I have changed her slightly to be a ranger(divine tracker)/paladin(divine hunter) instead. Going for archery focus of course. Worshiping Erastil.

backstory:

Elsin was a frontier girl. On the outskirts of the Chelish settlement of Canorus her family had a farm on the edge of the Elfwood. But it was not a simple life. There was always the danger of raids from the natives and several times the farm had to be rebuilt. Other settlers would come help during those times and it was then she had the most interraction with others her age besides her siblings and cousins. Between the natives and the various exotic predators life was never boring. When the attacks came and they all must run and hide she was the one to help the youngest siblings and cousins and see them safely away. They were always the first to leave while the adults delayed the attackers. One time however, two scouts away from the main force found them and it was only thanks to her training with the bow that she was able to wound them causing them to retreat and let them escape. After this she took her bow skills seriously, having previously thought that it was for nothing but sport or the occasional hunting trip. She became quite skilled.
Being away from the main settlement and most of its influence they revered more gods than Asmodeus. Some focusing solely on other gods. One revered by them all and even worshipped by some was Erastil. They prayed for good harvests, plentiful hunting and protection from their enemies. Elsin followed Erastil also even building a crude holy site in her favourite clearing in the woods.
One year while waiting for the hunting party to return she saw a hawk. Without a thought she shot it down and brought it to the elders of their little family. It was one used by the enemy witches to spy on them. A very bad sign. With most of the hunters out and too few to help defend the farm they had to flee. When they returned they never found the other hunters, her father among them. She ran into her clearing and stayed there for two days wondering what she would do now. With a good portion of their defenders gone the situation was worse than ever and it was suggested to move somewhere safer. From their time with other settlers they saw firsthand the new civil unrest in action. Now with little money and little possessions they tried to establish themselves near the town with what trade skills they possessed. Many pittied them but few tried to help them in this time if they did not side with their views. At least they would survive here.
Elsin met a group who like her, hated this fighting among the people. She wished things could change but so much blood was a good way. She suggested that this land was not for them and that they flee to another land, another country more peaceful. They agreed this was a good idea. She was chosen to go first and return to them once such a place had been found. Asking Erastil to guide her she boarded the smuggler's ship with others of like mind and sailed off into the unknown.


Already accepted peeps:

Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / No Name / Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard

------------------------------------------

Potential Peeps:

DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?


Still working on my PC, but he'll be a Tattooed Sorcerer (rakshasa bloodline) // Rogue with plans to enter the Veiled Illusionist PrC next level.


Here is also the Ranger Paladin's stats.

Stats:

Elsin
Female Human Divine Tracker 5/Divine Hunter 5
LG Medium Humanoid(Human)
Init +6; Senses Perception +9
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armour)
HP 46 (5d10+10) [AVE = 6,7,6,7...]
Fort +8, Ref +10, Will +7
--------------------
Offense
--------------------
Speed 30 ft.(20ft. in armour)
Melee Dagger +7(1d4+2/19-20x2)
Ranged Longbow +8(1d8+4/x3)(+1 attack and damage within 30ft.)
Ranged Full Attack Longbow +6/+6(1d8+4/3)(+1 attack and damage within 30ft.)
Special Attacks Smite Evil(2/day), Divine Bond +1(1/day,5 mins), Holy Strike, Favoured Enemy(Human +2, Undead +4), Favoured Terrain(Plains +2)
Paladin Spellcasting (CL 2; concentration +4)
1st level spells(2/day) ??
Ranger Spellcasting (CL 4; concentration +3)
1st level spells(2/day) ??
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +7; CMD 21
Feats Point Blank Shot, Weapon Focus(Longbow), Precise Shot, Rapid Shot, Deadly Aim, Endurance, Far Shot
Traits Magical Knack(Ranger), Reactionary
Skills(8/level) ACP:3
1 Climb +6
1 Craft(bows) +5
1 Craft(armour) +5
5 Diplomacy +10
0 Handle Animal +1
0 Heal +1
0 Intimidate +2
2 Knowledge(dungeoneering) +6
2 Knowledge(geography) +6
2 Knowledge(nature) +6
2 Knowledge(nobility) +6
2 Knowledge(religion) +6
5 Perception +9
1 Profession(farmer) +5
0 Ride (Dex) +4
5 Sense Motive +9
5 Spellcraft +9
0 Stealth +4
5 Survival +9(+2 to follow tracks)
1 Swim +6
Languages Common, Celestial
SQGood aura 5, Lay on Hands(removes sickened) 2d6(4/day), Channel Positive Energy 3d6(2 LOH per use), Detect Evil, Communal Aid,
Other Gear Longbow(crafted) 25gp, 3x Durable Arrows(crafted) 1gp, 60x Common Arrows(crafted) 1gp, Hide Armour(crafted) 5gp, Paladin's Kit 11gp, Spring Loaded Wrist Sheath 5gp, Dagger 2gp, Sleeves of Many Garments 200gp.
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Ranger Abilities
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Weapon and Armour Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favoured Enemy(Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
1st Favoured Enemy- Humanoid(Human) +4
2nd Favoured Enemy- Undead +2
Track(Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Favoured 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.
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. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Favoured Terrain(Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
First Favoured Terrain- Plains +2
Blessings(Su)(5/day)(Community,Good) 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.
Communal Aid(minor) At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.
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.
Spells To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
--------------------
Paladin Abilities
--------------------
Weapon and Armour Proficiency Paladins are proficient with all simple and martial weapons, with medium and light armour, and with shields (except tower shields).
Precise Shot A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.
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 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) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha 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. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
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)(2d6)(4/day) 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. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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.
Divine Health(Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Sickened The target is no longer sickened.
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.
Spells To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond(Sp)(1/day)(1min/level)(+1 bonus) At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities(axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, and speed), a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin's divine bond.


All right, here's the background for Hios, my Half-Orc Cleric/Zen Archer.
Hios was born in Canorus, and enjoyed the harmony and safety of the colony until this recent division wrecked his happy world. His awareness of what is best for the community, as provided in rare flashes of insight during his devoted prayers to Eratil, has led him to leave the colony in an attempt to found a more unified and peaceful settlement. Since leaving his friends and family, he has fully given himself to Erastil, who provides him with the power necessary to protect those around him so long as he works to unify them.
He knows that he is still somewhat of an outcast for his mixed blood, as well as the tattoos that adorn his body, a remnant of his orc father's culture, and accomodatingly attempts to remain in the background of many interactions, so as to better promote unity amongst the group as a whole, even at his own expense.

Play Style: Hios would likely focus on his archery when actually in combat, preferring to use his spells to buff beforehand or deal with threats that can't be shot full of arrows. He can serve as a scout, but definitely won't be the party face.

Hios' Stats:

Male Half-Orc(Sacred Tattoo, Skilled) Zen Archer/Qinggong Monk 5/Cleric 5
LG Medium Humanoid (Human, Orc)
Deity: Erastil
Init +7; Senses; Perception +12
====================
Defense
====================
AC 17, touch 17, flat-footed 11
HP 37/37
Fort +6, Ref +7, Will +10 (+2 vs. Divination)
CMD 18
Channel Positive Energy 3d6 4/4
Calming Touch 7/7
====================
Offense
====================
Speed 40 ft.
Melee
Unarmed Strike(Magic) +6 (1d8+3)
Range
Composite Longbow +7 (1d8+3/X3)
FoB Composite Longbow +7/+7 (1d8+3/X3)
BAB +3
CMB +6
Perfect Strike 5/5
Ki Pool 6/6
Touch of Good 7/7
====================
Statistics
====================
Str 16, Dex 15, Con 13, Int 11, Wis 18, Cha 13
Skills: Acrobatics +6, Climb +7, Craft(Bow) +4, Heal +8, Intimidate +7, Knowledge(Religion) +5, Perception +12, Sense Motive +10, Spellcraft +6, Survival +7, Stealth +8,
Feats: Perfect Strike, Selective Channeling, Precise Shot, Weapon Focus(Longbow), Point Blank Shot, Deadly Aim, Point Blank Master, Improved Initiative
Languages: Common
Traits: Veteran of Battle; Carefully Hidden
Domains: Community, Good
Qinggong Powers: Scorching Ray(Slow Fall), Barkskin(High Jump)
====================
Special Abilities
====================
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
Zen Archery (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Arrows (Su): At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
====================
Gear
====================
Masterwork Composite Longbow(+3 Str.)
100 Arrows
1 Cleric’s Kit
2 Vials of Acid
3 Sticks of Charcoal
10 Sheets of Paper
Artisans Tools(Bowmaking)
====================
Spells-CL 5th, Concentration +9
====================
====================
Cantrips
====================
Create Water; Detect Magic; Light; Mending
====================
Lvl 1 Spells
====================
Bless; Divine Favor; Protection from Evil; Obscuring Mist; Magic Weapon
====================
Lvl 2 Spells
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Align Weapon(Good); Spear of Purity; Spiritual Weapon; Hold Person
====================
Lvl 3 Spells
====================
Prayer; Summon Monster 3; Dispel Magic


Gilthanis wrote:

Already accepted peeps:

Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / No Name / Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard

------------------------------------------

Potential Peeps:

DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?
Dragonflayer / Hios / Zen Archer Monk & Cleric


4d6 ⇒ (6, 5, 6, 3) = 20 17
4d6 ⇒ (4, 4, 3, 6) = 17 14
4d6 ⇒ (1, 3, 5, 4) = 1312
4d6 ⇒ (2, 3, 6, 5) = 16 14
4d6 ⇒ (4, 2, 4, 5) = 15 13
4d6 ⇒ (2, 4, 4, 6) = 16 14

well that is pretty bad ass. About to crash, but i had a really fun brawler in a skulls and shackles, i think i will bump him up to level 5 and gestalt him with something...ill think about it in the morning, cause it is late. Maybe a gestalt with sorcerer, cause i have the stats for it. The orc bloodline could be fun...though I was going to build him as a human...perhaps the orc is WAY back in his history.

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