GM Miskatonic's 9th Level Homebrew Campaign: Trail of the Dead God [Group #2]

Game Master Cthulhu, Jr.

The world is in peril as the Rough Beast begins to strain at his bonds, the eons trapped beneath the weary world of Golarion weakening the metaphysical chains forged by the gods. A mysterious benefactor calls together intrepid heroes to embark on a perilous journey of redemption and sacrifice...


1 to 50 of 254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Generations have passed since the Last Azlanti failed to return. The world of Golarion has since been wracked by pangs of the End Times and the Rough Beast threatens the world once again.

The deities gather to discuss the fate of the Rough Beast's prison and from among them a lone robed figure emerges, its identity unknown to much of the congregation and somehow invisible to their minds.

"The Rough Beast is but the final nail in our coffin,"the being's gravelly voice strange to the all-powerful entities,"There was one who had the potential to undo the horror you have brought upon us."

"Who dares to speak to the gods with such insolence?!" roars Gorum, already supremely upset about having to attend such a gathering.

"Indeed, how a mortal infiltrated such an illustrious affair is quite perplexing," Asmodeus' tone laced with sarcasm and clearly directed at Iomedae.

"Enough bickering, fools!" commands Iomedae eliciting a grin from Asmodeus and a grumble from Gorum,"Solivagus, your methods are too extreme, we cannot know for sure if such an approach would succeed."

"I understand, milady," responds the robed figure,"the powerful cling to their power until ripped from their dead hands."

"Is that a threat, mortal?!" Iomedae's tone is sharper and a strange resonance ripples outwards from her words.

"Of course not, Mistress of War, merely an observation," replies Solivagus smoothly.

"Astute," comments Asmodeus as he sips on a goblet of wine,"Your friend understands us all very well for a mortal."

"He's not my..." Iomedae turns to address Asmodeus and in a flash of light the cloaked figure vanishes,"...friend."

Character Creation:

# of Players: 5-7 (Possibly more than one group if we get enough applicants. 2 Tanks, 2 Healers, 3 DPS. One DPS must be a Caster and one must be a Rogue-like character.)
Starting Level: 9th
Ability Score Generation: 30pt Point Buy (Legendary Fantasy), 1st level scores cannot exceed 18 or drop below 10. You guys are tough and unique individuals with few weaknesses.
Traits: Three with a Fourth if a Drawback is taken.
Races Allowed: Human, Half-Elf, Half-Orc, Aasimar, Tiefling, Changeling/Witcher(Custom-built Race), Dhampir, Fetchling, Ifrit, Oread, Undine, Sylph, Gillmen, Suli, Skinwalker
Allowed Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard, Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch, Gunslinger, and Magus (All archetypes must be of the allowed classes but any feats can be taken from any Paizo material so long as they do not deal with banned material.)
Allowed Alignments: Lawful Good, Chaotic Good, Neutral Good, Lawful Neutral, True Neutral, Lawful Evil, and Neutral Evil (Under no circumstances will Chaotic Neutral or Chaotic Evil characters be allowed. Also, any evil characters must behave, unless they're keen on the party killing them.)
Pantheon: Core Deities
Alternative Rules: Adventuring/Background Skills, Called Shots, Commonplace Guns, Martial Gestalt (All players may gestalt the allowed classes but must choose a martially oriented class as half their gestalt: Fighter, Barbarian, Paladin, Cavalier, or Magus. This is to give everyone an edge in combat and boost to overall survival of the group.)
Starting Gear:
-One Weapon with a +2 general bonus and a +2 worth of enchantments
-One Set of Armor with a +2 general bonus and a +2 worth of enchantments
-One Masterwork Weapon
-One Masterwork Shield
-One Battle Injector (As a swift action apply the nozzle of the injector to a meaty area of the body like a thigh or buttocks. Upon the application of sufficient force of nozzle to contact area the hypodermic needle fires into the subject injecting a cocktail of curative potions. This heals 50% of the subject's total hit points, heals one instance of poison, one instance of disease, and one instance of a single magical ailment. The Injector requires a 24hrs period in order to regenerate the lost liquid. A subject cannot benefit from Battle Injectors more than once a day.)
-One Wondrous Item per Body Slot and Two Rings, all must be crafted with a caster level no higher than 9th. The item's resultant caster level is not the intended limitation. The caster level of the item's creator is the limitation. (Crafters, I'd advise you to not focus too heavily on crafting.)
-One Handy Haversack
-One set of Masterwork Artisan's Tools for a single craft. (Crafters may have additional sets of mundane Artisan's Tools for each of their crafts.)
-Up to 100gp of the following basic Alchemical Items: Tinder Twigs, Smokesticks, Tanglefoot Bags, Thunderstones, Alchemist's Fire, or Sunrods
-Up to 100gp of mundane Adventuring Gear. (This includes your clothing.)
-Players with enchanted Ranged Weapons gain the option of a magical Quiver, Quarrel, or Bandolier that can be used as their shoulder slot item. This ammunition container can hold up to 100 pieces of ammunition in an extradimensional space. 10 pieces of ammo are always appropriately visible and upon command as a swift action you may switch out up to 5 visible ammunition with specified ammunition held within the container.
-Players with enchanted Ranged Weapons have up to 100 pieces of their ammunition and may have up to 50 pieces be exotic in 10 piece increments.
-Players with mundane Ranged weapons have up to 50 pieces of their ammunition and may have up to 25 pieces be exotic in 5 piece increments.
-Players with enchanted Melee Weapons gain an Admantine Weapon Chain that functions as a Weapon Cord but with 25hp and DR 10/-.

NEW RACE: Witcher:

When a Hag breeds with a human the result in almost invariably a Changeling, a female human-like creature that eventually evolves into a Hag.

Occasionally, approximately 1 out of every 1,000 births a Hag gives birth to twins. One is always female and the other a male. This aberration of hag/human blood has a bizarre effect on the mother as she wanders mindlessly into the wilderness and deposits the newborn male far from her and civilization. This clearly leads to the inevitable death of most Witchers before they can fully realize their potential.

Those that do survive become fierce slayers of all manner of horrors and monstrous creatures, many concealing their origins or never aware of them at all. The only being capable of identifying a Witcher is his twin sister who has a strange link with him. The presence of a Witcher with a Changeling is profound causing her hag abilities to be suppressed and the urges to fade.

Type: Humanoid(Witcher)
Size: Medium
Speed: 40ft
Senses: Lowlight Vision
Ability Scores: +2 Strength, +2 Dexterity, and -2 Charisma. Witchers are strong and fast but gruff and taciturn.
Languages: Witchers begin play speaking the primary language of their host society and Common. Witchers who have high Intelligence scores can choose from among the following bonus languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Weapon Familiarity-Bastard Swords and All Repeating Crossbows: Witchers are highly adept with repeating crossbows and favor their utility while the versatility of the bastard sword appeals to their sensibilities.
Greater Spell Resistance: Witchers gain spell resistance equal to 11 + their character level. Their strange origin belies a resistance to magic in all its forms.
Resistant: Witchers gain a +2 racial bonus on saving throws against mind-affecting effects and poison. Some scholars argue that the natural compulsory effects of their birth lend Witchers greater resilience to mind-magic and their resultant wilderness sojourns increase their body's resistance to poisons.

CHANGES TO HUMANS, HALF-ELVES, & HALF-ORCS:

Humans:
-An additional +2 to any ability score, cannot affect the same score, Taking alternative racial features negates this benefit.
-BONUS FEAT: Skill Focus

Half-elves:
-+2 Dexterity and -2 Constitution

Half-orcs:
-+2 Strength and -2 Charisma

CHANGES TO ALL ALLOWED RACES:

-All Allowed Races gain the Humans' Skilled Racial Trait, Humans that opt for a replacement racial features do not keep Skilled.

Alright, so, I need everyone from TheIronGiant6's post to call a slot and build their alias via the above guidelines. Anyone aiming for a competing slot, don't be forlorn for I would like to run parallel groups and you'll be first pick for such an event.

Everyone else, feel free to request a slot and build an alias. I'll do my best to accommodate you in time.


Dot


Whoops. Dot


Potentially interested—I'm not in any mid-level games right now (all mine got canned). Any thoughts on GMing/post rates, etc.?


Every 48hrs minimum. I'll be checking in more frequently than that.

After 48hrs if a player has failed to post I will 'auto-pilot' them to keep the game moving. After a week, if a player fails to post or at the very least inform me of such a break I will remove them and recruit another.

Losing both tanks or both healers puts the game on hold until we can recruit more.


Looks nice. I can't help but think that you might want to tie the magic items we can pick to a gold limit, instead of caster level.

Caster level is a pretty poor predictor of item power/value, after all. For example, Ring of Telekinesis, Inner Fortitude(Greater), Spell Storing, & Protection (+5) are all at or below caster level 9, and are all individually worth more than the entire suggested wbl at level 9.

Meanwhile, Ring of Wizardry I is CL 11.

This is fairly inconsistent, and could be fixed by saying something like "Individual magic items can't be worth more than 20K", or something like that.


Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Gotta be 15th level to make a +5.


GM Miskatonic wrote:

Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Gotta be 15th level to make a +5.

Aye, but the rings, when bought, have caster level 5.

It says so at the top of the statblock.

CRB wrote:

Aura faint abjuration; CL 5th

Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

Anyway, if It's working as intended, I'm not going to argue. It just seems like a lot of stuff. At this rate, I'll wind up with gear worth at least two hundred thousand gp when I'm done. Maybe a little more or less.


Calling the Arrow Knows the Way Path here! Now to read the rules and adapt the PC. Thankfully, most of the base is already done, was just waiting for the final ruling. Will have it ready tomorrow!

Grand Lodge

Dot. Dibs on Tank.

Silver Crusade

I call DPS. As per our discussion on the last thread, here is the backstory I came up with:

Backstory 1:
Three-Hundred years ago, the lands of house Karalaw were at war with an invading rival house, house Biralaw. Cliffside dwellers, house Karalaw's peasantry often lived in the abundant caves and tunnels in their mountainous domain, and the houses of the rich, as well as the Karalaw family's own castle, we're built into the sides of cliffs. There they had good relations with many subterranean races.

And indeed, their alliance with the dwarves of the region gave them access to superior weaponry with which they were doing well in beating back their opponents. In an effort to decrease their military power, house Biralaw collaborated with a group of drow, enemies if many underground societies and therefore of Karalaw who allied with them, to create a curse. This magic spell would alter every human in the area, turning them into ratfolk, thus rendering them unable to properly use all of the medium-sized weapons and armor available to them, mocking them for their habits and company, and, most importantly, creating mass disorientation and panic which would make the lands ripe for taking.

The resulting invasion was successful at first, and while the dwarves who had once armed house Karalaw eventually liberated them, the House of Rats became the subject of cruel jests and ridicule the world over.

Nonetheless, the people persisted, gaining elements of ratfolk culture from their new kin, but still behaving much like a human noble house.

Backstory 2:
Born in a small village in Karalaw land, Skizzit had seen the odd goblin raid suppressed by the odd passing adventurer, but was 12, grown for a ratfolk, before his sleepy village was ever the target of a large company of hobgoblins.

However, that is precisely the position he found himself in when one such group arrived near his land. Mocking the rats for their small stature and weakness of muscle, the hobgoblins thought they would have no difficulty subjugating them. While their position in the well-observed mountains gave them advanced warning of the attack, the rats had no means with which to fight back the force coming to enslave them.

While many in the village despaired that it was but a matter of time before they were made slaves, Skizzit was unwilling to give up. He poured through the library which he had tended up until then, and learned the secrets of arcane magic. A few weeks later, he emerged from his burrow with rays of fire at his fingertips. With his power, he was able to slaughter the raiding party as it came.

Expecting a follow-up attack, he set about training his kingdom in the arcane arts, and, over the course of the following years, beat back the legion which had sought them as chattel until, in final voctory, they themselves marched on the goblin legion and reduced them to a pack of cravens and babes.

Now, some months after that battle, Skizzit has finally begun to feel as though he may safely leave his village in the hands of his students so he may himself journey about to learn more arcane secrets and bring to others the same hope he once brought to his own people.

And here is the rest of the fluff for the character.

Personality:
Skizzit is a stubborn and resourceful rodent. He is a brilliant if at times blunt strategist with a powerful mind. He has a talent for snatching victory from the jaws of defeat.

A curious creature, Skizzit is fascinated by the arcane arts. He devotes long hours to relentless study to satisfy his thirst for knowledge.

He is stoic and serious, slow to humor and quickly bored by what he regards as unworthy pursuits. He seems at first like a loner, though, per his ratfolk blood, he values his kin and is quite capable of forming deep and loyal connections.

Fiercely protective of the innocent, Skizzit is not one to give up in the face of a challenge, nor has he yet met the challenge his mind could not solve.

If this will not work, I am willing to simply change him into a human.

Crunch coming very soon.


Fair enough, the new restriction has been put in the creation rules. I intended the creator's caster level to be the limit. It's more accurate than the resultant level at determining the strength of an item in my opinion.


Skill monkey

Background:
Benedict was the rich kid. He grew up in the largest city. He went to school and was always pressured to go to university. That was until his family lost everything due to debt. He quit his job (the local locksmith) and started supporting his mother, father, three brothers, and two sisters. Unfortunately, this was by stealing. He eventually got caught one day and got sent down town. A representative from the local thieve's guild bailed him out and promised to help him hone his skills as a robber. In his time at the guild, Benedict also realized that he belonged somewhere else. Now, he is a vagabond, still looking for treasure to support his family, now including his wife and child

Personality:
Benedict steals, but his heart is in the right place. He never kills innocents if he can help it, but doesn't object to putting people in their place. He also has mild arachnophobia.


TANK#1: Yolollama-Class Build?
TANK#2: -
HEALER#1: -
HEALER#2: -
CASTER DPS: ThePuppyTurtle-Evoker Wizard?
ROGUE DPS: Benedist deBornezan-Rogue
MISC DPS: Jereru-Zen Archer?

Called slots and info so far. Understand that one of the noted classes in the creation guiidelines must be half of your gestalt. No truly squishy gestalts is the goal.

Grand Lodge

My build is forthcoming but I'm aiming for a White Haired Witch/Flowing Monk of the Sacred Mountain. Monk side offers me formidable AC and ways to auto protect my party.
I promise she isn't going to be anywhere near close to squishy. I'm probably going human but still looking for a way to reliably reach large size.


GM Miskatonic wrote:

Aura faint abjuration; CL 5th

Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Fair enough, the new restriction has been put in the creation rules. I intended the creator's caster level to be the limit. It's more accurate than the resultant level at determining the strength of an item in my opinion.

Okay. That's not the core of the issue though - what I'm getting at is that an entirely okay loadout might look like this:

Long-ass list of gear:
Helm of Teleportation - 73.5K
Headband of Seduction - 40K
Swordmaster's Blindfold - 80K
Amulet of Proof against detection & location - 35K
Wings of the Gargoyle - 72K
Mantle of Spell Resistance - 90K
Merform Belt - 32K
Slippers of the Triton - 56K

Bracelet of Second Chances - 15.75K
Gauntlets of Rust (Greater) - 34.5K

Ring of Telekinesis - 75K
Ring of Inner Fortitude (Greater) - 66K

For a total gear value of 669.75K before armor and weapons. Note that I didn't chose the most optimal gear in all cases - I just chose the most expensive CL 9 or below I could find. A more realistic estimate probably sits at around 400K gp. That's still like *9 wealth by level, though.

Also, stat enhancers start at minimum CL12, so we can't have them at all, which I think is a little weird.

If this is working as intended, well, like I said, not gonna argue. I just want to make sure that it is working as intended.

If it is, well, It'll certainly help shore up on traditionally struggling martials by letting them go ape with gear to make up for it.

Edit:Build-wise, I'm planning to go 'Tank' with a witcher Cavalier(Daring Champion archetype)//Magus.
Edit2: Do we roll hit points, or take average or something?


Ok, the questions:

-You list Magus as a Martial class to be gestalted. Is it okay if we pick Inquisitor? Same HP, same BaB.

-"One Weapon with a +2 general bonus and a +2 worth of enchantments": How do we deal with fixed-cost properties? (In my case, a 1000gp one). Should we, say, use one of the pluses to convert into a fixed gp pool to acquire those?

-"One Weapon with a +2 general bonus and a +2 worth of enchantments": Is it ok if we use the "worth of enchantments" for "general bonus" instead?

-"One Set of Armor with a +2 general bonus and a +2 worth of enchantments": Would you offer PCs who cannot wear armour something like, say Bracers of armour?

-"Players with enchanted Ranged Weapons gain the option of a magical Quiver, Quarrel, or Bandolier that can be used as their shoulder slot item.": Awww, my cloak of resistance... :( Also, 100 arrows? :( I bet we'll have a chance to buy more later on...?

Thank you :)


@ The Dragon: Damn good points, I kind argue your logic here. The new limit on Wondrous Items is up to 10,000gp per Item Slot and per ring.

@ Kejak: Inquisitor is fine, I'll change the limits to reflect it. For fixed-cost properties simply consider them an equivalent of the lower bonus. Thus if it comes after the +1's in the list on enchantments but before the +2's it's considered a +1. It's absolutely fine if you'd rather use your enchantments bonuses as general bonuses. Character's that do not wear armor can hash out a reasonable option, yes. Ammunition will not be a huge issue, keep in mind that this is all just starting gear. You will all get more stuff later I assure you.


Damn, missed my edit window. So, here's the new Wondrous Item Limit:
No Wondrous Item or Ring can exceed 10,000gp in cost.


@ Kejak: You can use your belt slot or shoulder slot.


GM Miskatonic wrote:

Damn, missed my edit window. So, here's the new Wondrous Item Limit:

No Wondrous Item or Ring can exceed 10,000gp in cost.

Aaand I ruined it for everyone. Yay me.


GM Miskatonic wrote:
@ Kejak: You can use your belt slot or shoulder slot.

Awwww my belt of Strength :P :P :P

I knowwww, I'll get to choose. That's part of the fun :P

Also, 10k gp as a limit seems quite reasonable to me.

Awwww my belt of physical perfection... :D :D :D

Grand Lodge

The Dragon wrote:
GM Miskatonic wrote:

Damn, missed my edit window. So, here's the new Wondrous Item Limit:

No Wondrous Item or Ring can exceed 10,000gp in cost.
Aaand I ruined it for everyone. Yay me.

You're fine. I like the limits. Gives me something normal to hold onto.

@GM Miskatonik Is monk acceptable as well?

Item discussions aside, would I potentially be allowed to add that bonus+2 and +2 bonus to my characters hair since its her main form of attack?


@ The Dragon: Considering the higher level campaigns I've played in in the past you may have just saved the game before it began.


@ Yolollama: Monk works as the melee half. Going the freaky living hair route, huh? Well, I don't mind the general +2 bonus one bit but anything too crazy with the +2 enchantment may be kicked back. For instance, I don't think most witches would be keen on Flaming hair but maybe Frost or Ghost Touch would be sensible.

Sorry, everyone, if it seems a bit haphazard thus far. Trying to balance my sleep schedule with this and it's kickin my ass.

ADDITIONAL MARTIAL GESTALT HALVES: Inquisitor and Monk


GM Miskatonic wrote:
@ Kejak: You can use your belt slot or shoulder slot.

Ok, my last offer: Chest slot and I send you 2 camels and 4 goats :P


@ Kejak: LOL, chest slot is fine. You guys may need the camels and goats...


Love you! But as a brother, uh...


GM Miskatonic wrote:
@ The Dragon: Considering the higher level campaigns I've played in in the past you may have just saved the game before it began.

Well, that's good, right?

By the way, can we exchange one of our items for a slotless item?

What happens with spellbooks? Usually I spend a good chunk of my gold buying more spells known at character creation, but that doesn't seem applicable here.

Liberty's Edge

Reserving one of the healer slots for my human cleric of Shelyn. Haven't completely decided on the gestalt yet. Any reason ranger isn't a martial class?


@ sable: A healer slot is yours. And yes, there is a reason Ranger isn't one of the Martial options. I am tired as [insert cliché here] and that's an oversight on my part, Ranger is totally viable as a Martial option.

@ The Dragon: As far as switching out Wondrous Items, same limits is all I ask. As far as extra known Spells, hmmm. What did you have in mind?

Silver Crusade

https://drive.google.com/file/d/0B3R22duwskE-cnJOVGRRQ2lTTjQ/view?usp=docsl ist_api

There's the character sheet. Has everything but the spell, which I will give you tomorrow


CALLED SLOTS SO FAR:

TANK #1: Yolollama(White-haired Witch/Flowing Monk of the Sacred Mountain)
TANK #2:
HEALER #1: sable(Cleric of Shelyn)
HEALER #2:
CASTER DPS: ThePuppyTurtle(Monk/Wizard)
ROGUE DPS: Benedict deBornezan(Rogue)
MISC DPS: Jereru-(Zen Archer)

@ Kejak: Awwww, I love you too. Kinda like a mommy shark loves its babies but may one day get the munchies and consider eating them... the best kind of love. Shark love.


@ ThePuppyTurtle: Your background needs to include some experiment gone awry that rendered the effect that transformed you into a Ratfolk.

That goes for everyone. If you choose a non-sanctioned race your back story needs a damn good reason for your current form: magic is always a great fallback but I need details.

Understand that if you choose such a race the benefits listed in character creation will not be available to you(i.e. no Skilled racial trait as a bonus).


I'd like to call tank - Witcher Daring Champion archetype Cavalier//Magus.

Edit; here's the start of a sheet.

Grand Lodge

GM Miskatonic wrote:


That goes for everyone. If you choose a non-sanctioned race your back story needs a damn good reason for your current form: magic is always a great fallback but I need details.

If I choose HalfGiant will I need to add in a specific accident or can we assume that a human and a giant got Biz-ay?

Silver Crusade

GM Miskatonic wrote:

@ ThePuppyTurtle: Your background needs to include some experiment gone awry that rendered the effect that transformed you into a Ratfolk.

That goes for everyone. If you choose a non-sanctioned race your back story needs a damn good reason for your current form: magic is always a great fallback but I need details.

Understand that if you choose such a race the benefits listed in character creation will not be available to you(i.e. no Skilled racial trait as a bonus).

Would it be enough to move the curse to the more recent past (ie his lifetime)? Does it specifically have to be an experiment and nothing else?


Yolollama wrote:
GM Miskatonic wrote:


That goes for everyone. If you choose a non-sanctioned race your back story needs a damn good reason for your current form: magic is always a great fallback but I need details.
If I choose HalfGiant will I need to add in a specific accident or can we assume that a human and a giant got Biz-ay?

Indeed, I'll go with a male human and a female giant, er 'giantess', for obvious physiological reasons ::cough::.

ThePuppyTurtle wrote:
GM Miskatonic wrote:

@ ThePuppyTurtle: Your background needs to include some experiment gone awry that rendered the effect that transformed you into a Ratfolk.

That goes for everyone. If you choose a non-sanctioned race your back story needs a damn good reason for your current form: magic is always a great fallback but I need details.

Understand that if you choose such a race the benefits listed in character creation will not be available to you(i.e. no Skilled racial trait as a bonus).

Would it be enough to move the curse to the more recent past (ie his lifetime)? Does it specifically have to be an experiment and nothing else?

Sounds good to me and you gain the Human subtype.


Alright, to answer this question as I have overlooked it. Brace yourselves, I may regret this: Max Hit Points.

Yes, that's right. Max hit points. You will need them. You have been warned, MWAHAHAHA!!!


The Dragon wrote:

I'd like to call tank - Witcher Daring Champion archetype Cavalier//Magus.

Edit; here's the start of a sheet.

Looking pretty good, man, like how you resisted the repeating crossbow temptation and went with the Str-5 composite longbow, very cool.

CALLED SLOTS SO FAR:

TANK #1: Yolollama(White-haired Witch/Flowing Monk of the Sacred Mountain)
TANK #2: The Dragon(Daring Champion/Magus)
HEALER #1: sable(Cleric of Shelyn)
HEALER #2:
CASTER DPS: ThePuppyTurtle(Monk/Wizard)
ROGUE DPS: Benedict deBornezan(Rogue)
MISC DPS: Jereru-(Zen Archer)

Alright, those of you who have submitted characters thus far, looking spiffy. Like the diversity I'm seeing and loving the creativity. Just need one more healer.

Keep in mind I will need an alias for each character for ease of access as these here messageboards'll be our primary mode of communication. I apologize for the hassle but it tis the shtick of it.


@ Yolollama: Building a half-giant race right now for you.

@ ThePuppyTurtle: Building your Ratfolk/human. I'll throw a build at you, see if you like it.


Finishing my build. In the end (and sorry for it), I read about the monk counting as martial class too late, and won't be undoing all night's work, so I'll keep it as it is: Zen Archer/Weapon Master. I'll kill a lot and use some fighter feats to be a bit more tanky.
Plus, I think I don't want to mess up my own mess by thinking spelly-spelly.
Welcome to Arro In Yo Momma, bish!

(That's where Deadly AIYM comes from, everybody knows)-


What's the starting gold? Iknow it's probably up there, but if so, I didn't see it


Benedict deBornezan wrote:
What's the starting gold? Iknow it's probably up there, but if so, I didn't see it

We don't have starting gold. We get to choose a bunch of gear, according to the rules in the op.

Take a look at where it says 'starting gear', and then keep in mind that rings & wondrous items aren't limited by CL - they're limited to an individual price of 10K gp each.


Would Order of the Green be an appropriate order to have?

Grand Lodge

I'll call the other healing slot, I'll make a cleric two weapon warrior


@ The Dragon: Thank you for answering the question, doing some more OT this morning so ever little bit helps. I like the look of that Order, all tree-huggy and shite.

Also, once we have established the party and polished off characters I'll have everyone roll for some pocket money, it won't be tons but it will be plenty to bribe npcs, get shit-faced when opportunities arise for such shenanigans, and it'll make you jingle when you walk.

@ Kejak: My apologies :(, was crazy tired with my first post. You still have oodles of time to tweek so feel free to do so.

@ ThePuppyTurtle & Yolollama: I have the races done, just need to post 'em.

Grand Lodge

Would it be ok to make my cleric worship a divine concept instead of a god?


@ TurtSnacko: A divine concept is totally cool, love idealists. Get me a skeletal build by the end of the day and the slot is yours and our party shall be compleat.

1 to 50 of 254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Miskatonic's Mid-Level Homebrew Campaign: Trail of the Dead God All Messageboards

Want to post a reply? Sign in.