
Sverrïr Koltǫnn |

Am actually thinking the Boots would be better suited for Marcus? Would enable him to better get into flanking positions etc?Sver is much more the plow ahead and bull his foes (particularly when in his cups) - The boots would enable Marcus to move much more freely around any battle?
My 2 runes worth...

Markus the Librarian |

If anyone wants to fight, that's fine... Markus is mostly a pacifist. Remember, his knowledge of weapons comes from research and military history. And now, first hand experience in applying that "theory".
He's a librarian, accidental tank.

Sverrïr Koltǫnn |

Sver will likely also be cool with avoiding scraps - he's more up for something that presents a clear challenge - 3 lizard guards don't cut it lol.

![]() |

This particular group traveled to a human settlement, attacked it killing many, nearly overran it, and took away prisoners to torture, sacrifice and eat. Lucid is willing to consider the idea that its a leadership problem, but he is not let feeling sorry for this group.

![]() |

I wanted to give a heads up that I will be traveling starting tomorrow afternoon to attend a Mid South Con where I am helping run PFS. I'll be busy often without access to the internet so my posting will be very limited if at all. Everyone have a good weekend.

![]() |

I'll be back home Sunday evening and things should be back to normal after that. Having fun skiing but between some minor altitude sickness and physical exertion I have been exhausted beyond my previous experiences.

GM Fanguar |

Hey folks,
I'm in the market for some PCs for other campaigns if anyone is interest.
#1: Way of the Wicked campaign.
- This is a campaign I am running
- It's mapless and fairly hand wavy. I use the advantage/disadvantage system from 5E
- 2 of my players (a sword and board fighter and an investigater) are pretty erratic in posting, so I want 1-2 other players to help push things along. Other players are cleric and a sorcerer.
- We are nearing the end of book 1 and you would start at level 3.
#2: Wrath of the Righteous campaign
- This is a campaign that I am a player in (DireMerc is the GM).
- Uses maps.
- We lost our divine caster and have had a series of flaky replacements, so I said I would check for interest with my reliable players.
- We are a goodly way through the second book and you would be level 7/2 hierophant. Our original PC was a life oracle, but I think as long as you're divine, there is some flexibility in the build.
Anywho, if either of those things sound like something you would be interested in, let me know (just reply in thread, no need to PM me), otherwise I will ask in my other games.

Black Dow |

Hoi Hoi GM Fang
Would be interested in the Way of the Wicked... Have a character who was in a previous evil based campaign that I could rejig for consideration:
Albrekt is a Antipaladin (Knight of the Sepulchre) and sees himself as the Scion of the Rough Beast and Plight Trothed of the Pallid Princess...
Wears/wields weaponry and armour with the broken condition, will sacrifice magic items as quickly as foes/prisoners and is generally a pretty scary individual. Not a meta build lol...
NB: Some of his equipment/gear (Magic Glaive) was gained from the body of a half elven paladin the group felled. Would likely use something more brutal if given the chance :)
Have a think - let the established players their say too, more than willing to adapt Albekt to fit as required.
Cheers

![]() |

I have been in two Way of the Wicked games, and am still in one. Good DMs, but I have found that I do not really enjoy playing the bad guy.
But I would love to join a Wrath of the Righteous campaign. I must admit that I do not know the Mythic rules and will need a little help along those lines. It the spot is open, count me in.

GM Fanguar |

Ok Sounds good.
Campaign Link Here is the link to the WotW campaign. The DM wants you to PM him about putting a character together.
As for the mythic rulesets, everything is on the prd, so feel free to take a look and if you have any questions, I can probably help you out. Basically it's just sorta a pseudo-gestalt type thingy. Gaining mythic levels just adds stuff to your character on top of what you already have.
Anti-paladin is a fine concept. WotW doesn't allow CE, so all anti-paladin's need to be LE. Standard ability to work together with other PCs needed. I don't know how familiar you are with the AP, but we would need your PC to have a reason to work for the Church of Asmodeus.
It's a 25pt buy or you can do the focus foible route if you would prefer and I'll take a look at what the wealth level should be for the AP, because it will be below standard.
I'm not going to let you use broken weapons, but you can RP using cracked and rust-pitted weapons.
Lastly, the AP provides a feat path for becoming a vampire. Anti-paladins and vampirism are made for each other, so if that is something you would be interested in, let me know.

Black Dow |

Cool. Will go with the 25 point buy.
Regards the anti-pally and being LE - nei problemo chief, however am thinking a LE follower of Urgathoa is my leaning. She merely sees that the fall of Talingarde, and rise of the Asmodeus' Knot will bring about both death and ruin. As such she has offered Albrekt as an agent and ally to the Knot - to both represent her support of the Prince of Hell's plot and to allow her own agendas to be encompassed?
Vampirism is definitely a plan.
Like the idea of pitted and rust kissed weapons and armour... As if he had recovered them from a grave or barrow heheh. ;)

GM Fanguar |

That all sounds good to me. Here are the feats that you would take to become a vampire. Note the bonus feats and such, and plan your PC accordingly, if that is what you would like to do.
Campaign link Here is the campaign. Just post your updated PC in the discussion when you've got it done. You can have 1000gp to start (things are a little under WBL at the moment.)
The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.
The Dying
You are dying. You can feel it in very core of your be- ing. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat.
However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.
The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledglingvampire.
However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.
If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.
The Initiated
You have been a vampire long enough that you are be- ginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points
You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.
True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.

Black Dow |

GM Fang - all looks good.
Love the notion of turning vamp... however is the progression something you want to handle "in game" - i.e. bitten by a NPC vampire or such?
Or can Albrekt arrive with the condition? Be at the Bitten or Dying steps?

GM Fanguar |

@Lucid: Well maybe if you get bitten...

Black Dow |

Originally pegged Albrekt as a Knight of the Sepulcher, however much of his Vampiric path will make that archetypes boons moot.
Am wondering if (given Book 2 of the APs focus) that a Seal Breaker might fit better?
Would certainly give him some cool thematics - and potentially explain his inclusion with the group?

![]() |

Er, would you mind moving this discussion over to that game thread? I get the post notification and come here to read a post about my game and then find out its not related to this game.

![]() |

Indeed, woot. level 6. I'll start leveling immediately.
Did we find any loot on these guys. Lucid would think any of their old possession would be fair game to claim since they will not be needing it again. :)
I forget what we know exactly about the worms. But I think there might be other ways to kill them besides the DC 20 heal check. Those would involve damaging the person though. Maybe a Remove disease would work as well? Best to kill the thing on you before it burrows from now on.

![]() |
1 person marked this as a favorite. |

Lucid levels, taking another level of Wizard.
He gains 6 hit points total (4+2 for con)
His BAB increases to 3. Fear him. :)
His saves all increase by 1, which is rather nice.
He gains 7 skill points and allocates them:
Appraise +1 to skill 10
Craft Alchemy +1 to skill 10
Knowledge Arcana +1 to skill 14
Knowledge Dunegoneering +1 to skill 10
Knowledge Planes +1 to skill 10
Knowledge Religion +1 to skill 10
Spellcraft +1 to skill 14
And he learns two more third level spells:
1) Spiked Pit
2) Summon Monster III

Senniki Raymes |

For 6th level Senniki will be taking Mercy - Disease, hopefully that will help with the worms in the future.
Changes:
+1 BAB to +6/+1
+8 HPs to 52
+1 to all saves to +12/+11/+9
Skill increase for Diplomacy [13], Knowledge (Religion) [9], Use Magic Device [17]
New Mercy: Diseased
Favored Class Bonus - Auras +1' to 16' (Counts as 15' until it reaches 20')
Lay on Hands +1/day to 7/Day for an extra +1d6 for 3d6 healing per use
Smite Evil: Damage increases to +6 or +12 vs undead

Markus the Librarian |
1 person marked this as a favorite. |

You dudes are all in the details.
Rogue 3
+7 HP
+1 BAB
+10 Skills: acro, climb, kn history/planes, linguistics, perception x2, sense motive, survival, stealth
+1 Fort/Will
+1d6 Sneak
Trap Sense +1
Think that's it.

Sverrïr Koltǫnn |

Changes for Sver:
BAB: Improves to +6/+1
HP: Gains 11HP (7+4CON) - total now 73HP
SAVES: All improve by +1 ( now +11FORT +4REF +4WILL)
FAVOURED CLASS: +1 Round of Rage per day (improves to 22 Rounds - 8(BASE)+10(LEVELS2-6)+4(FC)
Class Abilities:
Rage Power - Boasting Taunt (will get our foes to focus on Sver)
Extreme Endurance: gains Cold Resistance 1
Damage Reduction improves to 3/-
Skills: +1 Ranks in Appraise, Climb, Intimidate, Knowledge (Dungeoneering); Perception & Survival.

GM Fanguar |

Re: Worms: You can remove them during your turn, AC10 1HP. Remove disease and remove curse, both work to eliminate the infection, so Senniki's mercy will help. Just be aware of the speed at which they can work, in as little as 2 rounds your are suffering 1-2 INT damage per worm. And these are just the basic spawn of kyuss, wait to we start seeing the real nasty stuff.
@Lucid: None of the spawn have anything that you would want.
@all: Before I send you off on your next great adventure, what are you planning on doing with the dragon egg?

Sverrïr Koltǫnn |

And these are just the basic spawn of kyuss, wait to we start seeing the real nasty stuff.
Ah great - and here's me taking a Rage Power to focus the bad guys on Sver! ;)

Markus the Librarian |

I suggest a... +2 shield and dodge (+5 AC). AC 19 is pretty squishy to be "callin' all worms".
Worse, you're at AC 17 while raging.
Also remember, this is a language-dependent AND "mind-affecting", undead are immune per their creature type traits.
"Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)." -pfsrd
Now, GM Fanguar said they were smart... but, they may still be immune.

Sverrïr Koltǫnn |

How many times with the damn shield frien Markus! By all your gods I'm a mattock wielding dwur - I've nei truck with bulwarks and such... Let this be the end o' it!!! ;)
However bowing to your better tactical acumen I'll review minn Rage Power choice lol.

Sverrïr Koltǫnn |

Hahah. I know my friend - realise Sver is likely to be butchered at higher levels, but when he's deep in his cups am hoping he'll be a handful for anything!
Given he's of mining stock and Stonesplitter is his ancestral (cough - two handed - cough) weapon am leaning toward the following:
Ground Breaker (Ex)
Prerequisite: Barbarian 6
Benefit: Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.
Should keep the worm-zoms at bay?? - nice mechanic and flavour too...

GM Fanguar |

You will fight plenty of non-wormy enemies, so I wouldn't devote that much of a build towards avoiding them.
Also, Ground Breaker sounds cool, but a non-scaling DC15 ref save wont be all that useful for very long. Boasting taunt is useful, but does use up a round. Superstition and witch hunter would get a lot of use. Plus there are all the usual suspects.
So dragon egg?
1. Keep it
2. Try to sell it
3. Give it to Alustan
4. Smash it
5. ???