| Terquem |
You probably did not see this coming, did ya?
The following message is from the Lich baroness It’Dupree MonStropidious
“I’m looking for four monsters to enter my notorious “A” Dungeon for the purpose of finding the party of adventurers who recently entered, without the necessary permits, maps, or coupons, and politely asking them to leave (or feasting on their flesh, you know either way works for me). “
Its “A” Dungeon, too will be a randomly generated dungeon from the tables that originally occurred in the Appendix of the “Advanced Dungeons and Dragons” - Dungeon Master’s Guide (Appendix “A”, get it?).
Players may apply here. But be warned, the complete random nature of this adventure may be too much for the faint of heart.
I would like to see (and am restricting this game to the following – no exceptions)
---Four First level Monster Characters---
One Fighter
One Cleric
One Magi User
One Rogue
(This is fixed at the beginning, but as the game progresses, changes may be introduced).
For this adventure you may select any land dwelling, air breathing race from the Pathfinder rules (monster races are allowed, but must conform to the requirement that they are capable of being considered a “first level” character after they have been given a Class).
You may create a race using the Race Builder rules of the Advanced Race Guide with the following guidelines:
14 Race Points
4 Racial Traits
You must be of Evil Alignment
Characters will be generated using a 20 point buy system, no stat to be less than 8 after application of Racial Modifiers.
Starting Gold will be 300
(You will only be allowed Racial Traits from the Race Builder rules above if you build your own Monster, but if you select a standard Player Character Race (or Monster Player Character race that is already established) you may select one Basic trait from the Advanced Players Guide)
All Core rules will be used (3pp rules upon intense scrutiny and generous mockery before approval)
I will be tracking weight carried, encumbrance, rations, and other consumable resources.
Posting will be minimum requirements; encounter actions at one per day or less are acceptable, role playing exchanges may be higher.
---Special Rules---
An astute player, one who is curious, patient and determined, would be capable of easily finding the Adventures who are already in Its “A” Dungeon. So, to make this interesting I am instigating the following additional rule for this game.
At the starting area you must randomly determine what direction you will set off in to find the Adventurers. In addition to rolling for the required Dungeon Building your party will be required to randomly decide what direction to take at any point where a choice of directions presents itself. When your Dungeon reaches a “Dead End” or “Impassible Obstacle” you may back track, and can select from available alternative directions you have passed by previously (if there is more than one alternative option to choose, it will be selected randomly, but you will never be forced to retrace your steps toward a “Dead End”)
You win this adventure when you have found the party of Adventures, and convinced, or otherwise forced, them to exit the Dungeon.
I will review applications until one week from today.
(Unless the response is dismal, and in that case, well, it’s just a thread after all)
Thank you,
The Adventure is set in the city of Du’Orbna (an undefined metropolis inhabited by a strange mixture of both Good and Evil beings)
Du’Orbna, roughly translates into common as “the city of nearly almost completely dead things except for a lot of people who seem okay with the idea of sharing a lot of real estate with mostly dead things that tend to move around at times causing terrible traffic problems”
The Rules
| Terquem |
I think that it would be a great character/race for a typical adventure, but for a search and destroy mission, well, that's up to you I suppose. Say, could you break down the build for me, I'm learning the race building rules myself and recently reworked my two favorite campaign housebuilds , the Maetaur and the Gymnagaophthians.
| Harrienys |
I think that it would be a great character/race for a typical adventure, but for a search and destroy mission, well, that's up to you I suppose. Say, could you break down the build for me, I'm learning the race building rules myself and recently reworked my two favorite campaign housebuilds , the Maetaur and the Gymnagaophthians.
Sorry, forgot I hadn't linked the sheet I was using >.>
+2 Dex -2 Con +2 Wis (0 RP): Shiftling characters are fast and crafty, but their stature makes them delicate.
Fey Type (2 RP): Shiftlings have the fey type.
Low-light Vision: Shiftlings can see twice the distance in darkness as a Human.
Tiny (4 RP): Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot f lank an enemy.
Supernaturally Quick (1 RP): Shiftings have a base speed of 40 feet.
Swift as Shadows (3 RP): Shiftlings reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
Nimble Attacks (2 RP): Shiftlings get Weapon Finesse as a bonus feat.
Languages: Shiftlings begin play speaking Sylvan. Shiftlings with high Intelligence scores can learn Common, Elven, Halfling, or Aklo.
Might tweak his mental stats depending on which casting class I decide to go into for Arcane Trickster. As for appropriateness, I built this guy assuming that there would be some traps but a preponderance of fighting and built him as a sniper that will evolve into a skirmisher. Is that inadequate?
| Harrienys |
1 less on average than I could with a small weapon. I plan on using starknives primarily so 1d2+1 when I can't sneak attack, down from 1d3. I feel the size bonuses to hit, AC, and stealth are worth 1 less damage. The main issue is not having reach and not being able to flank, but I really want to make an 8 inch tall melee fighter so I'll find some way to make it work.
| Bobson |
Ah, I thought you meant roles, not specific classes. I'd already decided to switch to a Fighter anyway, so that works out.
Type: Aberration (3 points)
Size: Medium
Speed: Normal
Language: Standard (Racial Language: Aklo)
Ability Scores: Specialized (1 point) - +2 Str, +2 Dex, -2 Charisma
Defensive Traits: Spell Resistance, Greater (3 points)
Skill & Feat Traits: Static Bonus Feat (Combat Reflexes) (2 points)
Offense Traits: Bite (1 point), Claws (2 points) Natural Attack: Gore (1 point), Natural Attack: Talon (1 point)
Xuwe Fighter (Savage Warrior) 1
LE Medium Aberration
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +1; +2 trait bonus vs. illusion
SR 12
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bite (Bite Helper) +5 (1d3+4/x2) and
. . Claw x2 (Claws) +5 x2 (1d4+4/x2) and
. . Gore (Natural Attack: Gore) +5 (1d6+4/x2) and
. . Talon (Natural Attack: Talon) +5 (1d4+4/x2)
Special Attacks bite
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Power Attack -1/+2, Stand Still
Traits Reactionary, Skeptic
Skills Acrobatics -3 (-7 jump), Climb -1, Escape Artist -3, Fly -3, Perception +5, Ride -3, Stealth -3, Swim -1
Languages Aklo, Common
Combat Gear Heatstone; Other Gear Lamellar (steel) armor, Fighter's kit, Trail rations (14), 114 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Skeptic +2 save vs. illusion.
Spell Resistance (12) You have Spell Resistance.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
| Izabek |
Presenting Izabek, a Tengu Cleric. I've never played a Tengu or a Cleric so this might be a lot of fun for me.
Male Tengu Cleric 1
NE Medium Humanoid (tengu)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bite (Tengu) -3 (1d3+1/x2) and
Dagger +2 (1d4+2/19-20/x2) and
Falcata +2 (1d8+2/19-20/x3)
Ranged Sling +2 (1d4+2/x2)
Spell-Like Abilities Lightning Arc (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Cure Light Wounds, Obscuring Mist
0 (at will) Read Magic, Detect Magic, Bleed (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Command Undead (DC 9)
Traits Dirty Fighter
Skills Acrobatics -2 (-6 jump), Climb -2, Escape Artist -2, Fly -2, Heal +8, Perception +7, Ride -2, Stealth +1, Swim -2; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu
SQ aura, cleric channel negative energy 1d6 (2/day) (dc 9), domains (air, demon [evil]), fury of the abyss (+0) (7/day), spontaneous casting
Combat Gear Potion of cure light wounds; Other Gear Scale mail, Dagger, Falcata, Sling, Sling bullets (30), Backpack, masterwork (13 @ 20 lbs), Bedroll, Belt pouch (4 @ 0.82 lbs), Blanket, Chalk, Silk rope, Spell component pouch, Trail rations (10), Pazuzu, Waterskin, 32 GP, 1.11022e-016 SP, 9 CP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Command Undead (DC 9) Channel energy can take control of undead.
Demon Associated Domain: Evil
Dirty Fighter +1 damage when flanking.
Fury of the Abyss (+0) (7/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Lightning Arc (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
| Bobson |
Terquem wrote:But interest isn't very high for this game, so please be patient.It has only been six hours. I haven't even gotten home yet.
Ok, now it's been long enough that I don't object to calling it a low-interest game. I figured it would be, but it was really too soon to tell.
This is beautiful. Count me excited! I'm assuming we're starting 1st level? I'll be putting together a diviner wizard with a race of my own making, I think.
Once you do, we'll have all four classes represented and can start.
Artanthos
|
I would like to put forward The Gretch to fill the wizard role.
native outsider : 3
size - small : 0
speed - normal : 0
abilities - adv : 4
linguist - std : 0
greater def trn : 4
natural armor : 1
stalker : 1
fast : 1
___
14
+2 all physical stats, +4 int, -2 cha
The Gretch
Level 1 Wizard (infernal binder)
Neutral Medium Humanoid
Init +9 Senses Perception +7, darkvision
Alignment neutral evil
Languages Common, abyssal, infernal, terran, aquan, iguan
DEFENSE
AC 17, touch 16, Flat Footed 12 (+2 dodge, +1 na, +1 size, +3 dex)
Hp 10
Fort +3, Ref +3, Will +3
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee dagger +3
Ranged
STATISTICS
Abilities Str 13 (+1), Dex 16 (+3), Con 16 (+3), Int 20 (+5), Wis 13 (+1), Cha 5 (-3)
Base Atk +0; CMB +0; CMD 13
ABILITIES
Traits reactionary, diabolical dabbler
Feats scribe scroll, spell focus: conjuration
Skills disable device 1(+7), knowledge: arcane 1 (+9), knowledge: planes 1 (+12), perception 1 (+7), spellcraft (+9), stealth 1 (+11), survival 1(+2)
SPECIAL QUALITIES
Wizard familiar (greensting scorpion), planer knowledge, assume control
The Gretch stalker, greater def training, natural armor
Favored Class wizard (+1 hp)
EQUIPMENT
Combat Gear
Non Combat Gear
SPELLS
Cantrips all wizard
Level 1 burning hands, color spray, enlarge, grease, infernal healing, mage armor, magic missile, shield,
I'll clean the presentation up (right now it is a quick copy/paste, I know the formatting is messed up) and write down the background I've developed when I get home this evening, but this provides a basic overview.
| Terquem |
Bobson wrote:Once you do, we'll have all four classes represented and can start.Is this how recruitment is being run? First person to fill a slot has that slot?
It might be that we only have 4 players who are interested after all. And if there are only four players, maybe we can negotiate to make sure all four classes are represented.
| Terquem |
I would like to put forward The Gretch to fill the wizard role.
** spoiler omitted **
** spoiler omitted **
I'll clean the presentation up (right now it is a quick copy/paste, I know the formatting is messed up) and write down the background I've developed when I get home this evening, but this provides a basic overview.
If you could rework your charisma score, this will work. But there are only three monster characters, that I can see, a tengu cleric, a created race rogue, and a created race wizard, the party still needs a fighter.
| Harrienys |
Artanthos wrote:If you could rework your charisma score, this will work. But there are only three monster characters, that I can see, a tengu cleric, a created race rogue, and a created race wizard, the party still needs a fighter.I would like to put forward The Gretch to fill the wizard role.
** spoiler omitted **
** spoiler omitted **
I'll clean the presentation up (right now it is a quick copy/paste, I know the formatting is messed up) and write down the background I've developed when I get home this evening, but this provides a basic overview.
Bobson made a custom race fighter, an Eckowo.
| Bobson |
Terquem wrote:Bobson made a custom race fighter, an Eckowo.Artanthos wrote:If you could rework your charisma score, this will work. But there are only three monster characters, that I can see, a tengu cleric, a created race rogue, and a created race wizard, the party still needs a fighter.I would like to put forward The Gretch to fill the wizard role.
** spoiler omitted **
** spoiler omitted **
I'll clean the presentation up (right now it is a quick copy/paste, I know the formatting is messed up) and write down the background I've developed when I get home this evening, but this provides a basic overview.
Eckowo of the Xuwe. Yay for random name-like-string generators. The post itself is up here. 14 race points wasn't enough to make him into what I wanted to, but he's a tolerable imitation of it.
Artanthos
|
I redid The Gretch using Hero Lab. A few details changed, but nothing major. Charisma has sadly been raised to 8, making The Gretch somewhat less repulsive than he thought he was. (perhaps somebody fumigated his robes while he was sleeping)
The Gretch
No Gender The Gretch Wizard 1
CE Small Outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 13 (+1 armor, +3 Dex, +1 size, +1 natural, +2 dodge)
hp 10 (1d6+4)
Fort +3, Ref +3, Will +3
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 40 ft., shift (5') (8/day)
Melee Dagger +1 (1d3/19-20/x2)
Ranged Light crossbow +4 (1d6/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (3/day) Mage Armor, Enlarge Person (DC 16), Grease (DC 17), Gravity Bow
0 (at will) Ray of Frost, Mage Hand, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 16, Int 20, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 14
Feats Scribe Scroll, Spell Focus (Conjuration)
Traits Diabolical Dabbler, Reactionary
Skills Acrobatics +3 (+7 jump), Fly +5, Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +7, Sense Motive +3, Spellcraft +9, Stealth +11
Languages Abyssal, Aquan, Auran, Common, Common, Ignan, Infernal, Terran
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), empathic link with familiar, opposition schools (enchantment, illusion), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Combat Gear Scroll of Infernal Healing, Infernal Healing, Scroll of Mage Armor, Mage Armor; Other Gear Silken ceremonial armor, Crossbow bolts (20), Dagger, Light crossbow, Backpack, masterwork (24 @ 7 lbs), Chalk (5), Familiar satchel, Parchment (10), Scroll box (2 @ 0 lbs), Spell component pouch, Spellbook, Trail rations (12), Waterskin, 86 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Scroll of Infernal Healing, Infernal Healing Add this item to create a scroll with spells on it.
Scroll of Mage Armor, Mage Armor Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
--------------------
The miserable creature known only as The Gretch is all that remains of the experiments of the archmage Dre'tch Sh'tkul.
An amalgamation of discarded magical experiments and the archmages own familar, The Gretch hides its mishapen and constantly mutating form within layers of rotting and fetid robes.
All that The Gretch has managed to retain of its former master are the tattered remants of an ancient spellbook, rumored to be the master's book as an apprentice. A book The Gretch holds dearer than his own life.
--------------------
Arcane Familiar
Scorpion, Greensting
CE Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+3 Dex, +2 size, +4 natural, +1 dodge)
hp 5 (1d8)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 8 (16 vs. Trip)
Feats Dodge, Weapon Finesse
Skills Climb +7, Fly +7, Linguistics -1, Perception +5, Spellcraft -1, Stealth +16; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
| Terquem |
Well, we have a brute fighter, a mage, a cleric and a rogue, so, everything is on the table (except Gunslingers). Now, if you follow this game, or the other one, you will notice that it is a bit silly, so if you want to build a seriously dangerous build, you know, with a lot of nuance, there is certainly nothing wrong with that, but it might not seem fulfilling, in the long run
We are currently at level 2, but soon to hit level 3, I hope, so there is the potential of generating a 3rd level character, depending on how long it takes to get started.
Also, the main reason for this recruitment id that the other group (the good group) has currently, 5 characters, so I thought there should be five in this party as well
Thanks for the reply!
| Whack-a-Rogue |
I've eavesdropped on both threads every now and then but haven't followed anything diligently. What are the mage and cleric like? I'm partial to casters but don't want to step on anyone's toes. Depending on party need, I can cover Ranged, backup Melee, Support Caster, or something else.
| Terquem |
| 1 person marked this as a favorite. |
sounds like you might be just the right kind of player for this game (if it sounds interesting to you)
The Party is
Eckowo - beast fighter (lots of natural attacks, this guy can tear them up)
Izabek - a Tengu cleric (the player original said that they were new to pathfinder but has done a great job in my opinion - plays a pretty much second line fighter and healer)
Slugg - A Deathling Mage, looks like he might be focusing on necromancy, but too soon to tell
Gronx the Strix - a created monster rogue with a lot of enthusiasm, a regular skill monkey
So what are you thinking about?
| Whack-a-Rogue |
Still getting him statted out, but I'm building a Dhampir Bard/Bones Oracle. Main focus is Oracle, but I'll take a couple more Bard levels here and there if I feel the need. DEX/CHA focus. I'll take buff spells + ranged touch stuff at higher levels. The negative energy affinity + Grave Touch Revelation means I can self-heal without being a party drain. If there's no objection, I'll have him done by tomorrow.
I'll build him at Level Two in case you don't level the party after the Choker fight.
| Whack-a-Rogue |
Here's what I have so far. Pretty much just need to gear him up. Speaking of which, how much gold do I have to play with?
Dhampir Bard 1 / Bones Oracle 1 (haunted)
Alignment: NE
Languages: Common
Revelations: death’s touch 7/day
SLA: detect undead 3/day
Bardic Performance 8 rounds/day (countersong, distraction, fascinate, inspire courage)
STR 8
DEX 16
CON 12
INT 10
WIS 12
CHA 18
Low-light vision, Darkvision 60ft
Speed: 30ft
Initiative: +3
HP: 16 (2d8 + 2CON + 1class)
Light sensitivity; Negative Energy affinity
BAB: +0
AC: 13; Touch: 13; Flat-Footed: 10 (+3 DEX)
CMB: -1; CMD: 12
Saves: Fortitude +2; Reflex +5; Will +5 (no penalty from level drain, +2 vs. disease, mind-affecting effects)
Skills
*Acrobatics +8, *Bluff +9, *Bardic Knowledge +1 (untrained), *Perception +8, *Stealth +8, *UMD +9
Traits
Deathtouched
Feats
Weapon Finesse
Money:
Armor/Weapons
Melee +3
death’s touch (1d6 negative energy)
Other Gear:
Bard Spells Known
Cantrips: message, open/close, prestidigitation, spark
2/day Level One: chord of shards, grease
Oracle Spells Known
Orisons: detect magic, ghost sound, guidance, mage hand, mending, sotto voce
4/day Level One: cure light wounds, divine favor, murderous command
| Slugg |
yeah, Slugg is super weak, and definitely necromancy-focused (the class has a focused spell list)
0-Level
bleed, detect magic, detect poison, disrupt undead, guidance, read magic, stabilize, touch of fatigue, virtue.
1st-Level
cause fear, chill touch, dance macabre I*, deathly pall*, deathwatch, grave shield*, inflict light wounds, obscuring mist, ray of enfeeblement, remove fear, spectral eye*.
2nd-Level
command undead, dance macabre II*, death knell, false life, fog cloud, gentle repose, ghoul touch, inflict moderate wounds, remove paralysis, scare, spectral hand.
3rd-Level
animate dead, anti-undead shell*, dance macabre III*, deeper darkness, foehn, halt undead, inflict serious wounds, ray of exhaustion, shadow conjuration (lesser), speak with dead, vampiric touch.
4th-Level
bestow curse, contagion, dance macabre IV*, death ward, enervation, false vigor*, inflict critical wounds, inflict light wounds (mass), fear, shadow conjuration.
5th-Level
blight, dance macabre V*, false life (greater), inflict moderate wounds (mass), insect plague, magic jar, shadow evocation, slay living, symbol of pain, waves of fatigue.
6th-Level
circle of death, create undead, dance macabre VI*, eyebite, harm, inflict serious wounds (mass), shadow conjuration (improved)*, shadow walk, symbol of fear, undeath to death.
7th-Level
control undead, dance macabre VII*, destruction, finger of death, inflict critical wounds (mass), power word blind, shadow conjuration (greater), symbol of weakness, waves of exhaustion.
8th-Level
clone, dance macabre VIII*, create greater undead, false vigor (mass)*, horrid wilting, inflict grievous wounds (mass)*, shadow evocation (greater), symbol of death.
9th-Level
astral projection, dance macabre IX*, energy drain, harm (mass)*, shades, soul bind, wail of the banshee.
| Attropos |
I'd also like to join if there is possibly still room. I'd be creating a barbarian based off of a Draegloth .
I haven't played any PbP groups yet, but this one sounds like a lot of fun!
If I did, I would be more of a grappler;
Large (7 rp)
Grabbing Appendages (6 rp)
Standard (+2 Str, -2 Int, +2 Cha)
Claws (2 Rp)
Monstrous Humanoid (3 Rp)
Opposite of flexible bonus feat? (-4 rp No first level feat)
So total adjustments are +4 Str, -2 Dex,-2 Int,+2 Cha
I see him able to use his smaller fighting arms (from grabbing appendages) while he rages when he gets lesser beast totem (which grants him 2 more claw attacks) at level 2.
| Attropos |
I think that is fine idea, Attropos, as long as you don't mind sharing the spotlight with Eckowo, who is something of a beast himself (Also, I am a little reluctant to allow a large creature, so that might be a stopping point).
Of course not! I don't particularly want to be large, but it was one of the pre-reqs for the grabbing appendages. Here's a revised version- he's not going to be a grappler though.
Greater Paragon (+4 Str, -2 Dex, -2 Int) (2 RP)
Monstrous Humanoid (3 RP)
Linguist(1 RP)-Common+Undercommon
Light Blindness (-2 RP)
Multiple Arms x2 (8 RP)
Claws (2 RP)
I'll make another post with his stats! I'll make a level 2 and a level 3 version.