Inner Sea Megadungeon: Delving the Drowning Stones

Game Master Garden Tool

A site-based adventure featuring one of the Mwangi Expanse's largest ruins: the Drowning Stones.

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I'm still around - I check in regularly but don't post every time as I feel that if I did it too much, it'd really begin to .... I can't do it. :)

I have a few ideas floating around my head, the main one being a Hobgoblin Heavy Ranger (levels of fighter for the armour; ranger for the skills.)

Once I get something a bit more concrete, I'll put it up.


This looks great. I have a couple ideas I'm kicking around, but I haven't thought of a good reason to pick one over the other yet.

Right now leaning towards either an Archivist Bard / Pathfinder Chronicler (a la Giles or Wesley from Buffy/Angel) or a Cleric/Spellslinger/Mystic Theurge of Nethys.


French Wolf wrote:

Garden Tool just a quick heads up on where Bedu is headed at the moment. If any of this strikes anyone as being sub-optimal then let me know.

Looking at a plain old bard (no archetype jumped out much better) with skills across the board in knowledge, languages and magic. He will be a "face" character.

As for combat Bedu is going for the ranged archer bard (using treantmonk's guide for the initial idea) and feats to match. When things get up close and personal he can have a battleaxe and heavy shield. Unfortunately the light armour means he would rather not get into that position too often.

I'll put down spells but hopefully we can tweak them when and if chosen. Usually I would choose grease for offense, cure lights for everyone and silent image to give me some long term fun.

Cheers

Just my opinion, but that doesn't sound sub-optimal at all. When you're gallivanting around ancient ruins, you need someone who can tell if a sign says "Bathroom" or "Poisonous Snake Depository."


I'll be taking comprehend language just to make sure Embrianna can read the appropriate bathroom signs. Though someone else might have to tell her what leaves NOT to wipe with.


I got that part handled. :)


Embrianna wrote:
I'll be taking comprehend language just to make sure Embrianna can read the appropriate bathroom signs. Though someone else might have to tell her what leaves NOT to wipe with.

"Leaves of three, leave them be"


Ojore wrote:
I got that part handled. :)

Sounds like you have some experience wiping in the woods. *giggle*

Dark Archive

@ Kybryn: That text refers to average party level, not average character level. Adding +1 CR to a single PC does not bump party level. Regardless, I'm playing it safe and running with the 1 CR = 1 ECL, (where monstrous races are at all appropriate to begin with).

@ Kozaric: Cool. Where is it? At the lodge in Absalom?

@ MacFetus: Sounds promising.

@ mbauers: Hard to say no to a Pathfinder Chronicler. Mystic Theurge would also benefit if only because it'd so rarely run out of ways to help.

So. Rangers, rangers, rangers. Lots of ranger proposals, and this just came out. I'd be remiss if I didn't point it out.


@ Garden Tool: Yes, the Grand Lodge


I think most of us feel that rangers offer the best blend of survivability and out-of-combat utility.

We don't know what we're going to find down there so, if, for example, I built something that relied on wearing platemail, I'd be stuck if there was a lot of swimming involved.

The very setting rules out a number of classes; I can't see there being *too* much call for a true 'face' character, for example. If you look at it from a realistic point of view, I imagine the majority of people in the area are going to be combat/skill monkeys.

Flexibility is key.

(That being said, there *are* a lot of rangers being proposed so I think I'll look at my original idea again. :) )


Yep, definitely leaning toward mystic theurge.

I know you don't need stat blocks yet, but I've started working on mine, so I'll ask--how do you handle HP after level 1? Do you want us to roll here, or take half, or what?

Thanks

Silver Crusade

Most of the draft for inquisitor!Nicoleta done (which I imagine would be the version that would be most likely to fit into the group). One question came up, though, as I was working on her: how much does a masterwork cold iron weapon cost? Is the masterwork component doubled in cost as well?

The Exchange

Zack Muad'Dweeb wrote:
French Wolf wrote:

Garden Tool just a quick heads up on where Bedu is headed at the moment. If any of this strikes anyone as being sub-optimal then let me know.

Looking at a plain old bard (no archetype jumped out much better) with skills across the board in knowledge, languages and magic. He will be a "face" character.

As for combat Bedu is going for the ranged archer bard (using treantmonk's guide for the initial idea) and feats to match. When things get up close and personal he can have a battleaxe and heavy shield. Unfortunately the light armour means he would rather not get into that position too often.

I'll put down spells but hopefully we can tweak them when and if chosen. Usually I would choose grease for offense, cure lights for everyone and silent image to give me some long term fun.

Cheers

Just my opinion, but that doesn't sound sub-optimal at all. When you're gallivanting around ancient ruins, you need someone who can tell if a sign says "Bathroom" or "Poisonous Snake Depository."

Good advice. Second string fighter but first string walking library.

Cheers

Grand Lodge

So I wrote up Elsir, and I really like how he turned out. Stat wise, he is very strong mechanically, without gimping his stats. Elsir has a +15 to Initiative, and with Forewarned he will always be able to act during a surprise round, also 7 times a day he can roll a d20 and use the result in place of another d20 roll for that round. All of this combined with his control spells means that be a huge boon to any party he is with. I also went Item creation route. Bearing in mind that I wanted him to provide utility he is able to craft Wondrous Items for his group. Skill wise, He is trained in six knowledge skills and has a Perception of +12 while being able to detect secret doors without actively looking. All in all, I think he can bring a lot to the party.

Elsir Thran:

Elsir Thran CR2
Male Elf Diviner (Foresight) 3
Male Medium Humanoid (Elf)
Init+ 15; Perception +12; Low-Light Vision

----------------
DEFENSE
----------------
AC 13, Touch 13, Flat-Footed 10
hp 20 (3d6)
Fort +3, Reflex +5, Will +5 (+2 vs enchantment spells and effects)
Immune to Sleep Effects, Forewarned (always act in the surprise round)

----------------
OFFENSE
----------------
Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2)
Ranged Longbow +4 (1d8/20/x3)

----------------
STATISTICS
----------------
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats: Wizard Weapon Proficiency, Improved Initative, Craft Wonderous Item, Scribe Scroll, Alertness.
Traits: Reactionary, Eyes and Ears of the City.
Carrying Capacity; Light 26lbs, Medium 27-53lbs, Heavy 54-80lbs.
Total Weight: 23lbs (Light)

----------------
SKILLS
----------------
Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +7, Perception +12, Spellcraft +10

Languages: Celestial, Common, Draconic, Elven, Gnome, Sylvan

----------------
SPECIAL ABILITES
----------------
Favored Class: Wizard, +3 Hit Points
Elven Immunities: Immune to magic sleep effects and get a +2 racial saving thow bonus vs enchantment spells and effects
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance, and +2 racial bonus on Appraise skill checks to identify magic items.
Elven Keen Senses: +2 racial bonus on Perception checks and have a chance to detect secret doors without actively looking.
Improved Initiative: +4 bonus on initative checks.
Craft Wonderous Item: You can create wonderous items.
Scribe Scroll: Create magic scrolls.
Alertness: +2 bonus on Perception and Sense Motive checks.
Eyes and Ears of the City:+1 trait bonus on Perception checks, and Perception is always a class skill.
Reactionary: +2 trait bonus on Initiative checks.
Wizard Familiar: Greensting scorpion; Master gains a +4 bonus on Initiative checks.
Wizard Cantrips: Can cast any prepared wizard cantrips at will. (Opposed school cantrip uses up 2 slots.)
Wizard Spell ability: See Core 78
Arcane School: You have chosen to specialize in the Divination (Foresight) school of magic and you gain school powers.
Forewarned: Always act in the surprise round, receive a bonus on initiative checks equal to 1/2 your wizard level (+2). At 20th level anytime you roll initiative, assum the roll resulted in a natural 20.
Prescience: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. You can use this ability 7/day
Bonus Specialty Spells: You gain an additional spell slot of each level you can cast from.
Wizard proficiency: Gain proficiency with clubs, daggers, heavy crossbows, light crossbows and quarterstaves.
Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word "elven" in its name as a martial weapon.

----------------
Spells
----------------
Cantrips:
Read Magic
Detect Magic
Prestidigitation
Light

1st Level Spells, 4/day DC 15
Grease
Obscuring Mist
Mage Armor
Silent Image

2nd Level Spells, 3/day DC 16
Web
Create Pit
Invisibility

----------------
COMBAT GEAR
----------------
Dagger, Longbow 3lbs, 60 Arrows (In Handy Haversack)

----------------
OTHER GEAR
----------------
Spell Book, 3lbs - Free
Spell Component Pouch, 2lbs - Free
Explorer’s Outfit, 10lbs - Free
Handy Haversack (Crafted), 5lbs - 1000 gold
Cloak of Resistance +1 (Crafted), 1lb - 500 gold
Pearl of Power (1st) (Crafted) - 500 gold
Scroll of Glitterdust (Scribed) - 150 gold
Scroll of Create Pit (Scribed) - 150 gold
Scroll of Burning Gaze (Scribed) - 150 gold
Scroll of Mirror Image (Scribed) - 150 gold
Scroll of Identify (Scribed) - 25 gold
Scroll of Hold Portal (Scribed) - 25 gold
Scroll of Comprehend Languages (Scribed) - 25 gold
Scroll of Feather Fall (Crafted) - 12.5 gold
Scroll of Comprehend Languages (crafted) - 12.5 gold
Scroll of Hold Portal (Crafted) - 12.5 gold
Scroll of Protection from Evil x2 (Crafted) - 25 gold
Scroll of Enlarge Person X2 (Crafted) - 25 gold
Scroll of Obscuring Mist x2 (crafted) - 25 gold
Potion of Cure Light Wounds x3 - 150 gold

Gold On Hand; 100 Gold

Spell Book Contains: All Cantrips, 1st Level; Comprehend Languages, Hold Portal, Protection From Evil, Mage Armor, Color Spray, Silent Image, Enlarge Person, Grease, Obscuring Mist, Feather Fall, Unseen Servant, Identify 2nd Level; Web, Invisibility, Glitterdust, Create Pit, Burning Gaze

Handy Haversack Contains:
Left pocket: all scrolls
Right pocket: all potions
Central pocket: Spellbook, wizard’s (blank) 3lbs, Magnifying glass, Spell component pouch 2lbs, Rope, silk (50 ft.) 5lbs, Rations, trail (7 days) 7lbs, Tent 10lbs, Mirror, small steel 1/2lbs. Lantern, bullseye, 3 lbs. Bedroll, 5 lbs, Cold-weather outfit, 7 lbs, 60 Arrows, 9lbs = Total Weight: 51 1/2 lbs.

Endings and Beginnings:

The room was musty and filled with curio's. And Elsir was saying goodbye to his oldest friend.

Across the desk from the brown haired elf with the sad eyes, the aged man continued in a quiet voice. "You understand this is a long term assignment, right Elsir? The lodge cannot guarantee your safety while in the field."

"No, I'm sure Randall, I have made up my mind. It's time for me to leave Absalom. It's just... well, I just need to leave. There's nothing else holding me here anymore. The melancholy elf replied with a sigh.

The old man nodded before continuing "Look Elsir, if I'm honest, the Mwangi Expanse isn't the safest place for a first time field agent. Are you absolutely positive you want to go? There are other options. Go take a sabbatical, or visit your family in Kyronin. I know what you're going though, and we all loved Lisabeth, really I understand, but this is rash! You’re a cataloger and examiner, not a explorer. It's dangerous... you could die!"

"Randall, give me the papers. I have made up my mind. Besides" Elsir continued in a whisper. "Everyone dies." With another long sigh Randall pushed the writ of exploration across the desk to Elsir. With a short pause, Elsir picked up the offered quill and inkpot. Signing his name with a muted flourish he handed the papers back to Randall.

"Well, that’s that I suppose." Taking out a stamp and sealing wax, Randall affixed his stamp of office to the writ and reaching for his cane, propped himself to his feet. "Congratulations Pathfinder Thran. We all look forward to your future reports. And Elsir... be safe out there." Reaching across the desk Randall shook Elsir's hand. "Oh and Elsir take this. It served me well for years. Hopefully it will lead you back to us one day."

That’s the problem with being a Diviner Though Elsir Sometimes you get a glimpse of the future and sometimes the future doesn't end happily. "Thanks for the wayfinder Randall. I'll try to bring it back." Looking around the office for the last time, Elsir picked up his cloak and turned back to Randall as he settled it around his narrow shoulders. "Thanks again for everything. Do me a favor?

"Anything" The old man quickly replied.

Pausing for a moment as if to put his thoughts in order Elsir continued slowly, as if forcing the words out from a buried place with in him. "Stop by and talk to Lisabeth occasionally. Lay some flowers at her grave. I think she would like that."

"Sure, I can do that. Be safe Elsir." Replied the old man as he sat back down at his desk and watched his friend leave.

I'll try, but I don't see that in the cards. And with that, Elsir walked away.


Alanthian is a character I used for running The Godsmouth Heresy. He did very good over all and excellent in combat. He is a plain rogue with no archetype. I feel that losing trapfinding or evasion would be to much of a issue in this type of game. Combat wise he utilizes his curve blade well with a +8(1d10+3/18-20/x2) at 3rd. Coupled with power attack and sneak attack he can dish out the damage. Skill wise he will be the typical rogue, but getting 10 skill points a level. He also has the Scholar of Ruins trait giving him +1 to his class skills Knowledge (geography) and Knowledge(dungeonering).
The only hinderance I see for him in this campaign is his lack of night vision. Scouting can be an issue if he has to carry a torch everywhere.
Thanks again for the consideration Garden Tool, this sounds like it will be a great game.


Just FYI, I have meetings all day today and will be expected to take our visitors out for dinner and drinks tonight, so I will not likely be able to post much today. Hope that doesn't put you off.

I should be able to sneak a peak at the boards every now and then, just to keep up.

Dark Archive

@ MacFetus: Ranger would be a pretty appropriate class for this campaign, I agree.

@ mbauers: I should have specified in the original post that hp after first level will equal the "true average" for your Hit Die (3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12).

@ Shisumo: "Twice normal" means "twice the masterwork price" in this case. So, 600 gp.

Dark Archive

@ Celeador: Looks good. A wizard who always goes first is a very useful thing. I have a question: your backstory vignette seems to mention that Elsir was gifted a wayfinder by a Society administrator, but I don't see one among your gear?

@ Kozaric: Unless I am very mistaken, the errata'd version of the Heirloom Weapon trait as it currently exists would only grant you proficiency with the weapon, not a bonus on attack rolls.

@ bigrin42: Once a day is perfectly fine.

The Exchange

Bedu will probably now be more focused on ranged combat with a heavy repeating crossbow. Action economy for a bard will probably be vital. And your house rule on the cost of mundane weapons doesn't hurt either.

I am currently weighing up the Magic Resistant dwarven racial trait and trying to decide if that will be of great use. I can offset the penalty to concentration with a Magic trait.

Will mull over it for the rest of today, I am busy with running a game tonight so get back to the PC tomorrow.

Cheers

Dark Archive

@ Oterisk: Just had a brilliant idea completely irrelevant to this campaign. If you haven't done so by the time you read this, check your inbox.

@ French Wolf: Sounds good.

Silver Crusade

Garden Tool wrote:
@ Shisumo: "Twice normal" means "twice the masterwork price" in this case. So, 600 gp.

Gotcha. So no magical armor for me. 'Sawright; lets me afford some other gear (like a cure wand) instead.

'Tis a pity that apparently only worshippers of Asmodeus seem to really care about hunting demons, because that trait would have worked perfectly for this character...


This is Garren Kodlak as he currently stands. I've yet to sort out Favored Class bonuses and to look at alternate human traits from the APG.

Hopefully the fuzzy guy can see some light.

-twilsemail

Liberty's Edge

I have read great reasons to join this game...seriously, this sounds like a lot of fun! An old-school megadungeon, and in a great setting (Mwangi). Add to that a well-thought out, well-planned intro and set of information already from the GM...and you get pure awesomeness.

Basic Info:

Name: Brak Krelzrak
Race/Class: Orc Barbarian 1/Fighter 1/Ranger 1
Region of Origin: Hold of Belzkan; nomadic currently
Role: Cunning Beater
Alignment: Chaotic Neutral
Age: Mid-20s
Template: n/a

Concept:
Fighting is in all orc's blood. It is in the way they are built - physically, mentally, emotionally. It is the orc way, it is instinctual.

The strong survive, the weak are trampled over and used for fodder - Brak learned this lesson very early on. His tribe was overrun by a mixed tribe of reject half-giants and half-ogres known as the Crixx when he was only in his early adolescence, and along with a few other younger orcs, he was taken to be a gladitorial jester, fighting for the Crixx's entertainment. Every one of his fellow tribesmen failed in the way of the orc, giving up easily and dying quickly.

Brak, however, refused to roll over and die. And so he trained - physically and mentally - becoming as barbaric and as cunning as he needed to be to win the fixed battles he was put into. He fought, he won, he survived. And when an tribe of orcs that had once been allies to his own raided the Crixx camp later that year, he was found, alive and prospering as well as a slave could, the last remaining Krel tribesman. He escaped with his allies, ridding himself of the Crixx, but always remembering what he learned there.

For the next few years, Brak learned to fight with more style, combining the brutality and unbridled passion he already possessed with the wisdom and experience his new tribe's warriors was willing to pass on to him. Reaching the Age of Becoming, Brak - the last Orc of the Krel Tribe - left his new family to set off on the way of the mercenary, the way of the adventurer, the way of the warrior...the way of the Orc.

Goals:
Brak is first and foremost an orc warrior. He will defend his honor and pride at any cost - if it makes sense to do so. Unlike many of his orc brethren, Brak actually uses 'that fleshy thing that oozes out of enemies heads when orcs hit them hard', applying knowledge, skill and cunning in battle along with a fierce brutality.

Because of this outlook, Brak tends to accept 'the lesser races' as allies...as long as they either prove their own honor, or at least do not decry his own. He also tends to be accepted more readily within civilized societies, typically viewed as a learned barbarian at first glance rather than brutal animal, and as a cunning warrior and ally after getting to know him and stand with him.

His goals in life, therefore, are simple enough - fight fiercely, passionately and honorably...and if at all possible, get paid (well) to do so. He is a mercenary at heart, choosing his employment as he wishes; do not think for a moment, however that he will not become the hero or combatant for free if he thinks the cause worthy or honorable.

Recently, these goals led him to the gates of the Pathfinder Society, a place where he felt many members were with honor and where he could hone his skills to a fine (or blunt...) point while earning a small wealth, seeing exotic areas and fighting exotic creatures.

And so it was, excited for a new adventure, the broad-shouldered orc smiled a toothy grin at his allies as they crossed into the Mwangi Expanse...

Dark Archive

@ Shisumo: Aren't Killer and Reactionary both combat traits? If so, you'll have to change one.

EDIT: Also, you are missing a feat?


Mr.Tool:

Right, sorted it. Ratfolk Cave Druid with Bat Familiar.

Because, let's face it, if you're going to be spending any time underground, what better to have in the group than a rat with a bat?! :)

Role: enabling. Although competent enough when alone, I'm hoping the sheer utility of skills, abilities and spells are going to really help out when the environment starts to cause problems. Wide ravine? Got it. Something up high? I'm on it. Narrow passage? Sq-easy peasy. Ooze blocking the path? Begone, cribriform denizen!

It would appear that a lot of people are working on the mechanics of the class: are you going to be able to make a decision on the suitability of my application based on what I've written, above, or would you rather me be more specific? Respecting your wish for us to remain involved in this thread, I will be adding more fluff and thoughts as the time goes on but I'd rather leave mechanics until I've been accepted.

Dark Archive

@ Ricky Bobby: Well done. I'll try not to let my utter loathing for Talladega Nights affect my decision. : P

Retain a presence in the thread, check back at least once a day.

@ twilsemail: Domain Strike + Touch of Chaos? You bastard.

Sidebar: My understanding is that attacking with both an Improved Unarmed Strike and a bite attack in the same full-attack action would render the bite attack a secondary attack. Can someone confirm or deny this?

Dark Archive

@ MacFetus: Concepts need to be finalized by Monday, not builds. That said, the more info I have, the more I have to go on. The most important things are presence, role, and concept, though.


Garden Tool wrote:
@ twilsemail: Domain Strike + Touch of Chaos? You bastard.

I try. I try.

Garden Tool wrote:
Sidebar: My understanding is that attacking with both an Improved Unarmed Strike and a bite attack in the same full-attack action would render the bite attack a secondary attack. Can someone confirm or deny this?

I'm positive that's the case. Unarmed strike is a "weapon attack." I won't brag about my system mastery (I'm still a bit new to the system), but I'm pretty sure that'd be the way of things.


@garden tool: any feedback on the character? Other than the lack of equipment? Thinking of reactionary for one triat (which fits the character well). Not sure about #2


Have a first draft of her background up, should give a decent idea of her character. Listed out all the skills I want her to have as well, just need to decide how much of those I will actually have the points for. :)

Dark Archive

Alright, so to update my list of contenders:

Arknight, with an unnamed monstrous paladin (focused front-line combatant)
bigrin42, with Kargath Thunderstrike (combat-controller and front-line combatant)
Celeador, with Elsir Thran (arcane spellcasting combat-controller and problem-solver)
Dark Netwerk, with Prelim (arcane spellcasting healer and skill monkey)
French Wolf, with Bedu the Barber (secondary combatant and skill monkey)
Joy, with Embrianna (divine spellcasting knowlede-monkey and healer)
Kozaric, with Alanthian Darlok (skilled scout and secondary combatant)
Kybryn, with Daria of Daphne (arcane spellcasting combat-controller and problem solver)
Lil B, with Artheriel (divine spellcasting healer and problem-solver)
MacFetus, with an unnamed ratfolk druid (divine spellcasting healer and problem-solver)
Nazard, with Xara Ozolins (arcane spellcaster with a scouting skill-monkey companion)
Shisumo, with Nicoleta Mashrava (front-line combatant, healer, knowledge-monkey, and scout)
Skorn, with Ojore (divine spellcasting front-line combatant and healer with a secondary combatant companion)
twilsemail, with Garren Kodlak (front-line combatant and healer)
Zack Muad'Dweeb, with Hakonyr (secondary combatant, scout, and skill monkey)

All of the above posters have had a strong presence and have submitted coherent concepts. If I have misrepresented your role, let me know and I will edit or recreate the list. It looks like our bases are now a little more evenly-covered, too.

My second "by invitation" player has, with heavy heart, declined due to the time constraints inherent to picking up another game. To any new readers: today would be a good day for any newcomers to start submitting and developing a presence in the thread. Read the first post, check the roles posted above, submit a concept, and stick around.

EDIT: Added Lil B to the list.

Dark Archive

Kargath Thunderstrike wrote:
@garden tool: any feedback on the character? Other than the lack of equipment? Thinking of reactionary for one triat (which fits the character well). Not sure about #2

Let's see. Its fun, seeing Combat Expertise on a brawling, dwarven grappler type. As for your money, I'd invest in improving your AC. I'd be interested to see how well dirty trick actually plays in-game. It seems to me a bad trade off (your standard action for their move action - if you succeed) until Greater Dirty Trick kicks in.

As for traits: maybe you could find something concept-appropriate which could improve your Will save? Kargath doesn't seem terribly weak-willed, the way his background information tells it. Or maybe something that gives you an Intimidate bonus. From his physical description alone, Kargath doesn't sound like someone I'd want to take lightly. Especially if it was apparent after speaking with him that he isn't just a scrappy dwarven dunce.

Dark Archive

Embrianna wrote:
Have a first draft of her background up, should give a decent idea of her character. Listed out all the skills I want her to have as well, just need to decide how much of those I will actually have the points for. :)

Ah, Lore Keeper. Still one of the coolest domain powers around. Your background actually gives me a neat idea for a potential villain, too.


I have decided to change the domains for my cleric to magic and protection rather than rune.

Artheriel:

Artheriel was born in the great city of Abasalom to two wizard instructors at the Arcanamirium. He spent his youth in the halls of the great school believing that he too would be a renowned wizard one day. As he reached his maturity, he was tested, and as it turned out, he was not cut out for arcane magic. Though his parents acted like they didn't mind, he could tell they were disappointed.
He spent several weeks moping and visiting the Temple of Nethys to pray for access to the arcane arts. One of the priests began talking to him on his visits to help cheer him up. The priest offered to test him to see if he had what it takes to be a Cleric of Nethys. Artheriel excelled at the tests, so began his studies in the arts of divine magic.

Upon completion of his training, he decided to join the Pathfinders, so that he could see the world and discover new and old magics that had been lost. His first mission was to Varisia. He spent several months there, but decided the cold wasn't for him, so he headed south to the Mwangi Expanse, and is anxious to start his explorations.


I'll take those into account, for sure. The nice thing about dirty trick is that he effect lasts at least until their move action, which means the rogue gets his sneak attack (if you blind the opponent, for example) damage AND the opponent can't make a full round action. It's more of a complimentary (yay, teamwork ) action than a direct attack. It requires some dm interaction and creativity, but from what I read, I don't think that will be a problem.


Interesting idea, Garden Tool. Let's see how it pans out.


Oooh, do I get a nemesis?


Garden Tool wrote:
It looks like our bases are now a little more evenly-covered, too.

Yep, that group looks good. I think a party of 14 is perfectly manageable, so let's get this game on the road!

No?

Silver Crusade

Garden Tool wrote:

@ Shisumo: Aren't Killer and Reactionary both combat traits? If so, you'll have to change one.

EDIT: Also, you are missing a feat?

So they are. Serves me right for picking traits after only 4 hours' sleep. Well, I was tossing a coin between killer and focused mind anyway...

And no, I'm not. I took the dual-talented racial option from the ARG for humans, which replaces the extra feat and the extra skill points with an extra +2 to an ability score.

Liberty's Edge

@Garden Tool: Heh, thanks - Ricky Bobby (Ftr/Rgr/Rog) was my first PFS character's name; I also have Patches O'Houlihan (Magus) if you like Dodgeball any better; Glokta (Barb/Cleric), if you are a fan of the First Law trilogy or Bruce Leroy if you like martial arts/Last Dragon!


@ Garden Tool roger, has been a long time since I updated this character, I will remove the +1 to hit but keep the curve blade or change it to a dueling sword.

Liberty's Edge

@Garden Tool: Have you said anything about special materials? As in, would we pay for those, or are they free?

Dark Archive

@ Nazard: That's hilarious.

@ Shisumo: Yikes... that's steep.

@ Ricky Bobby: Special materials are masterwork items, you pay for them normally. Items that cost "twice as much as a masterwork version" cost twice as much as the masterwork cost unless the base item is worth 1000 gp or more.

@ Kozaric: Sounds good.


Quote:
Dark Netwerk, with Prelim (arcane spellcasting healer and skill monkey)

I see what happened there. Sorry, I didn't emphasize the name in my post (or put it in the stat block for that matter). The character name is Ellismus Rayne.

And, wow, I totally forgot that bards had healing.

Silver Crusade

Garden Tool wrote:
@ Shisumo: Yikes... that's steep.

It is, but when you're trying to make dual-wielded d4 weapons worthwhile, while also having a decent casting stat and a reasonable number of hit points for a front-line melee type...

Dark Archive

Dark Netwerk: Noted.

@ Shisumo: True. Play a hobgoblin? : P

Grand Lodge

@Garden Tool: The idea about the wayfinder was a last moment addition. I'll be modifying my character sheet to reflect that it has been added on in a littlebit.

Edit: I can only find a Wayfinder in the Pathfinder Campaign Setting and Seekers of Secrets. So its not allowed under your content rules. I suppose I could RP it as having as the Wayfinder I was given actually turned out to broken?

Liberty's Edge

Garden Tool wrote:
@ Shisumo: True. Play a hobgoblin? : P

Doesn't feel right for this concept. Though if Kamlann doesn't make it, a hobgoblin knife-fighter... Hmm...

Dark Archive

Elsir Thran wrote:

@Garden Tool: The idea about the wayfinder was a last moment addition. I'll be modifying my character sheet to reflect that it has been added on in a littlebit.

Edit: I can only find a Wayfinder in the Pathfinder Campaign Setting and Seekers of Secrets. So its not allowed under your content rules. I suppose I could RP it as having as the Wayfinder I was given actually turned out to broken?

There's a wayfinder in the Inner Sea World Guide as well. Page 299.

Grand Lodge

Garden Tool said wrote:
Sidebar: My understanding is that attacking with both an Improved Unarmed Strike and a bite attack in the same full-attack action would render the bite attack a secondary attack. Can someone confirm or deny this?

Thats correct, so the bite would occur with a -5 to hit and 1/2 strength. However, since Garren is a werewolf It got me thinking. In regards to Improved Unarmed Strike / Domain Strike:

At 1st level a monk gains Improved
Unarmed Strike as a bonus feat

A monk’s unarmed strike is treated as both a
manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve
either manufactured weapons or natural weapons.

So if I am reading this right, as RAW you can use Domain Strike with natual weapons? Anyone else care to chime in? I might have to make a Monsterous Natural Weapon Cleric of Lamashtu with Domain Strike one of these days.

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