Lucendar's Tomb of Iron Medusa campaign

Game Master Lucendar

Map of Taldor

Initiative:
Barnabus: [dice]1d20+6[/dice]
Brother Trip: [dice]1d20+8[/dice]
Hassan: [dice]1d20+3[/dice]
Issi: [dice]1d20+16[/dice]

Perception:
Barnabus: [dice]1d20+19[/dice]
Brother Trip: [dice]1d20+24[/dice]
Hassan: [dice]1d20+19[/dice]
Issi: [dice]1d20+18[/dice]

Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?


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Oric Lundarian wrote:
littlehewy wrote:
Hmmm almost finished with my badass archer paladin, but just noticed your ranged inquisitor build there caster... And I think yours is probably better! Back to the drawing board, methinks.
Honestly, Oric would be perfectly happy having an Archer buddy. He has target of opportunity so if you hit someone he can too.

I'd be way up for that, but with a party size of four and a dedicated healer spot stipulated, even with you (or someone else) in the trapfinder spot I imagine the other two spots go to melee and arcane. The Extra Lay On Hands feat won't quite let my archer paladin quite cut it as a dedicated healer!

Maybe it's god wizard time :)

EDIT: GM, any problems with a rage-cycling barbarian 12/oracle 1? (Or maybe 11/2, battle mystery gives enlarge person at level 2.)


Understandable, Hewy. I'd love to team up with a god wizard or a barbarian. Both sound like awesomely fun teammates. I do think Avoron is planning a druid/wizard MT so barbarian sounds perfect.

GM: Do I have to buy magic arrows in units of 50? I'd prefer to buy 25 seeking arrows and 25 ghost touch arrows rather than 50 ghost touch or 50 seeking or, even worse, 50 of each. I don't see clarification under magic weapons other than that the price listed is for 50. It doesn't clarify whether or not I can scale down but it seems most people think I can't.

Also, I'm unsure as to whether or not the "minimum of +1 bonus before other enchantments" rule applies to ammunition just as to weapons. The magic weapons page describes this as applying to weapons and seems to talk about ammunition differently. None of this is key to my build but I just figured I'd ask you so I could get a ruling and move on.


Terrance Welby wrote:
Hate to ask a stupid question, but since I've never even heard of this game before this, Where are we? (Needed for character history....)

The module is located in Taldor.


Oric Lundarian wrote:

Understandable, Hewy. I'd love to team up with a god wizard or a barbarian. Both sound like awesomely fun teammates. I do think Avoron is planning a druid/wizard MT so barbarian sounds perfect.

GM: Do I have to buy magic arrows in units of 50? I'd prefer to buy 25 seeking arrows and 25 ghost touch arrows rather than 50 ghost touch or 50 seeking or, even worse, 50 of each. I don't see clarification under magic weapons other than that the price listed is for 50. It doesn't clarify whether or not I can scale down but it seems most people think I can't.

Also, I'm unsure as to whether or not the "minimum of +1 bonus before other enchantments" rule applies to ammunition just as to weapons. The magic weapons page describes this as applying to weapons and seems to talk about ammunition differently. None of this is key to my build but I just figured I'd ask you so I could get a ruling and move on.

I would rule the +1 minimum rule applies.

So 50 MW arrows = 302.5 gp
50 +1 arrows = 2302.5 gp
50 +1 seeker arrows or ghost touch arrows = 8302.5 gp
25 +1 seeker arrows or ghost touch arrows = 4151.25 gp


littlehewy wrote:
Oric Lundarian wrote:
littlehewy wrote:
Hmmm almost finished with my badass archer paladin, but just noticed your ranged inquisitor build there caster... And I think yours is probably better! Back to the drawing board, methinks.
Honestly, Oric would be perfectly happy having an Archer buddy. He has target of opportunity so if you hit someone he can too.

I'd be way up for that, but with a party size of four and a dedicated healer spot stipulated, even with you (or someone else) in the trapfinder spot I imagine the other two spots go to melee and arcane. The Extra Lay On Hands feat won't quite let my archer paladin quite cut it as a dedicated healer!

Maybe it's god wizard time :)

EDIT: GM, any problems with a rage-cycling barbarian 12/oracle 1? (Or maybe 11/2, battle mystery gives enlarge person at level 2.)

Curious as to how Oracle 1 helps with rage cycling? You need Oracle 5 to make you immune to fatigued condition.


Lucendar wrote:
littlehewy wrote:
Oric Lundarian wrote:
littlehewy wrote:
Hmmm almost finished with my badass archer paladin, but just noticed your ranged inquisitor build there caster... And I think yours is probably better! Back to the drawing board, methinks.
Honestly, Oric would be perfectly happy having an Archer buddy. He has target of opportunity so if you hit someone he can too.

I'd be way up for that, but with a party size of four and a dedicated healer spot stipulated, even with you (or someone else) in the trapfinder spot I imagine the other two spots go to melee and arcane. The Extra Lay On Hands feat won't quite let my archer paladin quite cut it as a dedicated healer!

Maybe it's god wizard time :)

EDIT: GM, any problems with a rage-cycling barbarian 12/oracle 1? (Or maybe 11/2, battle mystery gives enlarge person at level 2.)

Curious as to how Oracle 1 helps with rage cycling? You need Oracle 5 to make you immune to fatigued condition.

Yeah that's what I thought, but turns out non-oracle levels count for half towards curse abilities.


Thanks! That'll help me buy arrows strategically.


DM wrote:
Charlotte: Brief glance reveals Gloves of Elvenkind and Racial Trait for Spell Focus not allowed, as released after April 2011.

It looks like I got my C and R mixed up on the Gloves and the alt racial trait I can fix.


Heyo, dot. I'm gonna take a look through some of the available material and see if anything jumps out at me, but I'm probably gonna end up doing something like novice adventurer -> veteran adventurer -> landed gentry -> retired. Probably just some normal martial character.


Actually, no - I'm gonna do something a little bit more interesting.

I'm interested in playing a former Red Mantis Assassin who was defeated in combat by one of the other adventurers, turned against his former allies, and was rewarded with a normal life and a change of identity to help escape the rest of the red mantis. Saddled with a sense of responsibility for the many sins he's committed, he's dedicated himself to slaying monsters to atone.

He would be a LN human fighter 1/rogue 4/red mantis assassin 8

I'm pretty sure the RMA came out in Curse of the Crimson Throne, and also the Inner Sea World Guide, and so should be legal to play, yes?

Are you okay with me playing a redeemed member of a prestige that requires evil alignment?


So yeah, GM just let me know if that all sounds okay to you and I'll stat up my concept. Thinking Shoanti again, kind of a holy berserker. I'm envisaging that his renown could come from him being part of a party that defeated Karzoug (i.e. was a hero in the RotR story). Since then he has been travelling the lands, wanting to enjoy the world he helped save.


leinathan wrote:

Actually, no - I'm gonna do something a little bit more interesting.

I'm interested in playing a former Red Mantis Assassin who was defeated in combat by one of the other adventurers, turned against his former allies, and was rewarded with a normal life and a change of identity to help escape the rest of the red mantis. Saddled with a sense of responsibility for the many sins he's committed, he's dedicated himself to slaying monsters to atone.

He would be a LN human fighter 1/rogue 4/red mantis assassin 8

I'm pretty sure the RMA came out in Curse of the Crimson Throne, and also the Inner Sea World Guide, and so should be legal to play, yes?

Are you okay with me playing a redeemed member of a prestige that requires evil alignment?

Could have interesting ties with my character since I'm playing a Fighter3/Rogue4/Duelist 6... Your character has enough honor to meet mine blade to blade and found himself, for the first time, outmatched. Issi spared his life because she's not one to kill needlessly and Mr Red Mantis repaid her faith with honor?

I like the way this could go - let me know if you're interested Leinathan. :D


Nikolaus de'Shade wrote:
leinathan wrote:

Actually, no - I'm gonna do something a little bit more interesting.

I'm interested in playing a former Red Mantis Assassin who was defeated in combat by one of the other adventurers, turned against his former allies, and was rewarded with a normal life and a change of identity to help escape the rest of the red mantis. Saddled with a sense of responsibility for the many sins he's committed, he's dedicated himself to slaying monsters to atone.

He would be a LN human fighter 1/rogue 4/red mantis assassin 8

I'm pretty sure the RMA came out in Curse of the Crimson Throne, and also the Inner Sea World Guide, and so should be legal to play, yes?

Are you okay with me playing a redeemed member of a prestige that requires evil alignment?

Could have interesting ties with my character since I'm playing a Fighter3/Rogue4/Duelist 6... Your character has enough honor to meet mine blade to blade and found himself, for the first time, outmatched. Issi spared his life because she's not one to kill needlessly and Mr Red Mantis repaid her faith with honor?

I like the way this could go - let me know if you're interested Leinathan. :D

I like that idea too! As long as your character is both honorable and good, that has the kind of relationship seed that I'm looking for in another character.

Do you have an idea for how we would have met? The natural answer is that my character was attempting to assassinate someone, and yours stopped them... what sorts of characters might yours serve?

Also, I have an appearance and a statblock finished to go along with the concept. Will finish the backstory soon.

Appearance:
Hassan is a dark-skinned Garundi man approaching middle age. He is powerfully built, but mostly hides it underneath layers of loose, concealing clothing. Normally, he wears simple commoners' clothes, but when he is on a mission he dons black robes over dirty and dinged mithril armor, and straps a pair of wickedly-serrated blades to his thighs. He eschews his former blood-red armor and the mantis mask, for he no longer follows the Mantis God, but his training can still be seen when he enters battle.

In battle, Hassan becomes a silent purveyor of death, slipping from opponent to opponent in the shadows, working in tandem with allies to mercilessly rip holes in his opponents.

Statblock:
Hassan Sabbah
Male human fighter 1/rogue 4/red mantis assassin 8
LN Medium humanoid (human)
Init +3; Senses Perception +19, darkvision 60ft.

--------------------
DEFENSE
--------------------

AC 25, touch 15, flat-footed 22 (+8 armor, +3 Dex, +2 natural, +2 deflection)
hp 111 (1d10+12d8+43)
Fort +12, Ref +14, Will +9
Defensive Abilities red shroud (3/day), uncanny dodge, evasion, fading (3/day), trap sense +1
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee +2 vicious sawtooth sabre +17/+12 (1d8+11 plus 2d6/17-20) and +2 vicious sawtooth sabre +17 (1d8+8 plus 2d6/17-20)
Special Attacks sneak attack +5d6, prayer attack (DC 22)
Spell-like Abilities (CL 8th)
1/day - summon monster V (to summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises), vermin form II (blood mantis form)
Red Mantis Spells Known (CL 8th, concentration +10)
3rd (2/day) - fly, water breathing, haste
2nd (5/day) - spider climb, whispering wind, alter self, see invisibility
1st (5/day) - feather fall, reduce person, silent image, true strike, jump
--------------------
STATISTICS
--------------------
Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14
Base Atk +10; CMB +14; CMD 27
Feats Alertness, Exotic Weapon Proficiency (sawtooth sabre), Weapon Focus (sawtooth sabre), Two-Weapon Fighting, Quick Draw, Eschew Materials, Step Up, Improved Critical (sawtooth sabre), Iron Will, Weapon Specialization (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Greater Weapon Specialization (sawtooth sabre)
Traits Killer, Suspicious
Skills Acrobatics [13] +24, Bluff [5] +10, Climb [5] +13, Disable Device [13] +21, Intimidate [5] +10, Knowledge (religion) [10] +14, Perception [13] +19 (+25 to find traps, +23 to find hidden or concealed objects or overhear conversation), Sense Motive [13] +20, Sleight of Hand [13] +19, Stealth [13] +19, Swim [5] +13
Languages Common, Infernal
SQ rogue talents (offensive defense, canny observer), resurrection sense, saber fighting 3, trapfinding +2
Combat Gear ; Other Gear belt of physical perfection +2, headband of alluring charisma +2, cloak of resistance +3, amulet of natural armor +2, ring of protection +2, +2 vicious sawtooth sabre (2), goggles of night, +2 mithril breastplate, boots of elvenkind, ring of invisibility, 5,630gp

With 5,000 gold still left, I may buy one more item.


Issi is CG - so is plenty likely to spare you in a duel, regardless of past actions (as long as she hasn't caught you doing something terribly heinous!)

How about she was moonlighting/paying the bills as the bodyguard to someone (feel free to pick who!) and happened across Hassan trying to break in. Hassan sized her up well and offered her a deal, he would fight her honorably one-to-one as long as she didn't call for reinforcements until their duel was done.

They duelled, Issi won, but was impressed by Hassan and chose to let him go as long as he swore to do no harm to her protectee. Hassan left, kept his word, and subsequently sought Issi out again after which they have been travelling together.

This work for you? Just a quick outline off the top of my head but I think it fits.

(We love each other mechanically btw, I have Greater Feint... all the sneak attacks! :D)


littlehewy wrote:
So yeah, GM just let me know if that all sounds okay to you and I'll stat up my concept. Thinking Shoanti again, kind of a holy berserker. I'm envisaging that his renown could come from him being part of a party that defeated Karzoug (i.e. was a hero in the RotR story). Since then he has been travelling the lands, wanting to enjoy the world he helped save.

You’re right, learned something new about Oracles. You can stat him up.


Meet Hazel, a curious and analytical half-elf mage who is passionate about uncovering the secrets of the universe - but more importantly, finding out what's behind that next door.

As a diviner wizard/urban druid/mystic theurge, her spell selection is focused on support, utility, condition removal, divination, and battlefield control. Perhaps "focused" isn't quite the right word. If you've got a problem that needs solving, chances are that somewhere on Hazel's spell list is the solution.

You can find her complete stats on this profile, so let me know if you have any questions or concerns! In the meantime, here are Hazel's appearance and backstory.

Appearance:
You would never guess that Hazel is a master the arcane and divine arts just by looking on her. She wears no dark flowing robes, no rune-inscribed armor, just an elegant brown suit and practical shoes. She keeps her shoulder-length brown hair parted on the side, or tied back when working in the field or the lab. On her nose sits a pair of spectacles, and over her shoulder hangs a plain leather satchel.

You might suspect something was off, though, when you spotted the collection of ioun stones orbiting above her head. Or when you took a closer look at that suit, and noticed just how many pockets it has, dozens of pockets tucked neatly into every possible space.

Hazel's face has a certain timeless quality to it, keeping you guessing about exactly how old she is. Her features are thin, but her eyes light up when something catches her interest. Hazel appears mostly human apart from her prominent elven ears. Her build is slight and frail, like she might drift away on the breeze, and her movements are often awkward and jittery.

When Hazel meets your eye, it's usually with a quizzical expression, as though she's trying to figure out what your earlobes are for. When she speaks, her voice is sharp and fast, eager to make herself understood. She smells distinctly of mint, because she keeps some on her person at all times - it's her sacred plant.


Backstory:

From a young age, Hazel has been intensely curious about the world around her, about discovering what's out there and what can be done with it. She would turn over the heaviest rock, climb to the top of the tallest tree, just to see what she could find. Fortunately for her, her parents were academics, so before long she was able to turn her inquisitive nature toward study of both the natural and supernatural world alike.

Of those rare few who have risen to the ranks of the mystic theurge, some began their journey with the arcane, others with the divine. Hazel started with neither. Her elf father was an alchemist, and when Hazel was twelve he mixed a new extract that was a bit too experimental. The explosion left nothing but ashes. For years afterward, Hazel couldn't look at a spellbook without thinking of that moment and feeling sick to her stomach.

So instead she followed in the footsteps of her human mother: walking the path of a scientist. She sought to understand the bits and pieces that made the world work, and to test her ideas to get closer to the truth. By her mid-twenties, she had become a fairly well-known naturalist.

Then her world changed, when she became part of an innovative new program. A collaboration, of sorts, between mundane researchers and divination specialists, in the hopes that they could progress further together than they could apart. Divination, after all, is contingent on asking the right questions, and Hazel had all sorts of questions to ask.

She was blown away by the power contained in a single spell, the way five minutes of magic could bolster five years of study. She knew that she had to grasp that potential for herself, whatever it took. Bad memories were... inconsequential. So she bought some old books, sat down in her garden, and got to work.

Hazel was twenty-eight when she cast her first cantrip. Two months later, she cast her first orison.

Over the next fifteen years, she gradually increased in both power and knowledge, fueled by her curiosity and her drive to understand. She had a bit of an edge on casters with similar ambitions, because she didn't simply stay in libraries and laboratories - on the contrary, what she loved most was to search through perilous caverns and forgotten dungeons, finding answers for herself. Along the way she grew more capable, picking up items and tricks to enhance her casting and her mind. She befriended a pseudodragon, who took interest in her search for truth and began to lend some aid.

And now... now she has become one of the most renowned adventurers in the land.

One recent achievement in particular stands out - perhaps not the most flashy, but one that she holds dear. Hazel had been investigating why certain types of divinations kept coming back as invalid, particularly when turned toward interplanar or interstellar travel. Her discovery was a profound one: the divinations weren't giving absolute answers because there weren't absolute answers to give. Time and space, she found, were contingent on factors like movement and gravity in a way that went far deeper than magic. This revelation, that all of nature was relative... well, it made her want to learn more.

Most things Hazel learned made her want to learn more.

Sovereign Court

Issi is ready and reporting for duty!

All crunch is in the alias along with the background. I'm posting the background here too for convinience. Hopefully Hasan's contribution to our little story will be added soon! :)

Background:
Three more days, then the midsummer rituals would be complete, the princess annointed and Issi free from one of the most boring (if lucrative) jobs she's had in ages. "It's all you fault Messino." She muttered. "You know I don't take bodyguard jobs any more." Still, a favour was a favour and she owed Messino big for her first fencing lessons - didn't make the job less dull though.

Rounding the corner of the large mansion Issi tried to stifle a yawn. Just because elves sleep a bit less than humans I get saddled with all the night shifts! Then a sound caught her ear, a sudden rush of noise ahead. Hurrying forward Issi narrowed her eyes and could just make out the shadowed figure frozen half way up the sheer back wall.

”I don’t think the window cleaner was due until the morning.” Issi offered, head cocked as she looked at the intruder. ”And besides, you’re on the wrong side of the building – all the windows are at the front. So are most of the guards, but I’m sure we could rectify that.”

With a swiftness that even Issi’s honed reflexes would be challenged to match, the assassin dropped from the wall and landed lightly on the paving stones below. With his hands held out he spoke in a deep, foreign accent.

”Surely there is no need for the guards. We can settle this between ourselves – honorably.” He gestured at the rapier sheathed on Issi’s hip. ”I see you are a graduate of the Aldori schools – they are fearsome with a blade I hear. Let us duel, one on one.” He paused and Issi could almost see the grin under his large-eyed mantis helm. ”Unless you are afraid…”

Issi smiled in return, her rapier appearing as if by magic in her hand. ”You seem a decent fellow, for an assassin, I almost hate to kill you.”

”You seems a decent sort too.” The assassin responded. ”Besides, I hate to die.”

There was a long moment of silence before the assassin leapt into action, scampering up the wall to strike down the elven woman with a mighty blow. Stepping back with easy grace Issi avoided the blow, circling around to block the quickest routes of escape.

The assassin came on again, his viciously toothed sword batting aside the lighter rapier repeatedly. However, each time the elf sidestepped or turned just enough for the blade to pass her. The assassin’s speed and chitinous armor however was more than a match for her ripostes as their duel roamed across the ornamental garden, the light ringing of sword on sword the only sound in the quiet of the night.

”You are wonderful.” The assassin murmured in appreciation as Issi vaulted a particularly cunning feint followed by a side kick.

”Thank you, I’ve worked hard to become so!” Issi responded, feinting in her turn and using the moment to dodge behind an ornamental fountain.

”I admit it, you are better than me.” The assassin continued as he kicked the fountain over, driving the duellist back.

”Then why do you sound so happy?” She countered, leaping forward to score a scratch on his bracer.

”Because I am not left handed!” The assassin replied, whisking a second blade out of its sheathe on his back and pressing forward – blades whirling together and forcing Issi into some desperate defense and rapid footwork as his two blades rang against her chain shirt.

Soon Issi was pressed back to the edge of the garden, up against a waist high wall and defending for her life.

”You’re amazing!” She gasped, admiration coloring her tone even as she parried.

”I ought to be after twenty years!” The assassin responded, shrugging as he locked the rapier in his own blades and leaned in.

”I suppose… there’s something I should tell you too.” The duellist gasped in response as the crossed blades came closer and closer to her neck.

”And what is that?”

”I’m not left handed either!”

A swift kick left the assassin reeling for a moment and Issi used the momentum to tumble over the wall and face her assailant once more as he straightened, tore off his helmet and bared his teeth in a fearsome smile.

”You’ll pay for that, b***h!”

”And I thought we were getting on so well!” Issi rejoined, stepping in to meet him.

A blisteringly fast exchange of swordplay followed before first one, and then both, of the assassins swords went spinning off into the darkness and both fighters froze in a tableau. The assassin half crouched, hand reaching for the dagger at his waist and the duellist extended, in full form, her rapier resting lightly against the assassin's throat.

”Kill me quickly.” The assassin growled, slowly raising both his hands. ”You won fairly.”

”Kill you? Why on earth would I do that?” Issi asked, ”You’re going to leave, and never try to hurt the Princess again, but why on earth would I kill you?”

Stepping back she flicked her rapier up into a salute, before resheathing it on her hip. ”I enjoyed our match Assassin. Perhaps we will do it again some time.”

The assassin returned the salute, fists crossed over his insectile breastplate, before loping into the darkness and out of Issi’s sight.

Well that was a lot more exciting than normal guard duty! Issi thought, grinning to herself as the adrenaline rush faded and she viewed the ruin of her employers ornamental gardens. Perhaps when I explain what happened there should be a couple more of them…

Silver Crusade

History complete.
I think I'm done. Let me know if I've made any mistakes.


I ran this module a while back for four tables and I must say you guys are in for a treat. This is a very well done module.
Good luck, GM! High level play can be a beast sometimes.
And good luck players! You have no idea what you're getting yourselves into! ;)


Hi GM, I'm very excited to present Roakinn Hunting-Hawk, invulnerable rager barbarian and oracle of battle. He is a veteran of the Rise of the Runelords AP, and is now a mature hero at 35.

Mechanical features:
He makes use of the come and get me rage power, makes multiple AoOs, and hits with dazing assault. His ability to rage cycle gives him many great once per turn abilities, such as auto-confirming crits (with keen greatsword, meaning 4d6+58 once a turn, most turns) and taking AoOs whenever enemies move into his threatened area, and he has followed the beast totem tree, which among other things gives him pounce when raging. His oracle mystery is battle, and his revelation is war sight, allowing him to roll twice for initiative. He gets to rage cycle thanks to his lame curse, which also nullifies his fast movement.

Hope you like him, I don't think he's fully optimised, but he's a fun build that can deal some serious damage through lots of AoOs and frequent critting. And he has obscuring mist, which is just extra good times. If you have any questions or don't like anything about him, please let me know! I'm thrilled at the prospect of playing this module, have heard great things.

I hope you don't mind me linking to his profile rather than posting with him... I'd like to be able to rename that profile later on if I'm not selected for this game.


The link to the profile is absolutely fine.
Recruitment closes on Tuesday, June 26th, at 6:00 pm EST. I've seen some good submissions, which I really like. I will review more in depth over the weekend.

These are the applicants to date (let me know if I missed anyone):

Oric Lundarian – Dwarf Inquisitor 13
Charlotte D'Vore - Elf Transmuter (Enhancement) 13
Barnabus Blackrock – Dwarf Fighter 13
Hassan Sabbah - Human fighter 1/rogue 4/red mantis assassin 8
Hazel Fletcher - Half-elf diviner (foresight) 3/druid (urban druid) 3/mystic theurge 7
Issi Flamehair - Elf Fighter 3/Rogue 4/Duelist 6
Terrance Welby – Human Cleric of Desna 13
Roakinn Hunting-Hawk - Human (Shoanti) barbarian (invulnerable rager) 12/oracle 1

Scarab Sages

Pathfinder Starfinder Society Subscriber

I'd like to submit a dwarven Bard 5 / Pathfinder Chronicler 8.


Ok I think my dpr/trap finder is ready to go. I think my +34 perception will be decent enough to find a lot of traps but I'll cast acute senses for +20 when added. And my disable device is ok and I can attempt to disable magical traps, which is probably most traps at this level.

Backstory added to the alias. Stole shamelessly from Stephen King but *shrug* it's fun. Will revise a little before deadline. Need to recalculate some purchases (e.g. arrows). But I'm always open to feedback if there's anything specific you'd like to see fixed!


Here is the rest of Barnabas' story:

Appearance:
Barnabas is 4' tall rock of solid muscle, dressed in shiny full-plate armor. His face is weathered and scarred from his years of battle. He looks like this with black hair and beard and green eyes.
Barnabas

Background:

Barnabas Blackrock hails from the dwarven hold of Kravenkus, which stands in the World's Edge Mountains, in Taldor. It is one of the original Sky Citadels, consisting of around 2,500 dwarves protected by a small garrison of only 400. Though his true love was engineering, Barnabas was recruited early in life into the garrison on account of his formidable strength. He helped defend the hold and even venture into the Darklands on a few occasions, battling Darklands creatures, including duergar, mongrelfolk, and worse. He honed his warrior skills during his 20 years stationed there. However, when the mines that once provided the wealth of the Kravenkus dried out, Barnabas realized he was fighting a losing war. Despite these hardships, the dwarves of Kravenkus are proud of their home and refuse to seal the Darklands tunnels, viewing them as a connection to their life prior to the Quest for Sky. Barnabas was more of a practical dwarf and viewed the dwarves' foolish pride as their downfall. Along with many others, he quit the garrison and departed Kravenkus. He was viewed as a coward and traitor, but he did not care: he was a survivor foremost. While many of the dwarves who left sought refuge in the Five Kings Mountains, Barnabaus instead became a freelance warrior (or mercenary some would say), lending out his services to the other races as a bodyguard, acquisitions specialist, and overall hero...as long as the pay was good. He defeated hordes of orcs, giants, and even saved a princess. He will take any job was long as it is within his specialty and does not involve any danger to innocent women or children. He is also honorable and his word is his bond, as long as he is not deceived. He secretly plans, once he has obtained enough gold and skill, to return to Kravenkus to eliminate the Darklands threat to his people.

Personality:
Barnabus is a gruff veteran of war so he cares for little other than the accomplishment of the mission. He has little patience for stupidity, says little, and is often viewed as condescending by other races. There is some truth to that - Barnabus believes dwarves are the greatest warriors. However, he also acknowledges that their stubbornness and pride are their greatest faults as well.


Saashaa, feel free to submit your character before the deadline.
Thanks BB for the info - cool pic.
Hassan and Issi, I have to ask since you linked your backgrounds - are you guys a package deal? Just wanted to know.

Sovereign Court

I don't know really... we'll work really well together mechanically but I wouldn't have thought we HAVE to be. If you want Hassan but not Issi I certainly wouldn't take offence.

(We haven't discussed it, so if Hassan has different opinions I apologise now! :))


Thanks for the input, Issi. I still have not made any final decisions, just wanted clarification.


Okay, I am exercising GM prerogative and ending the recruitment at this time. Thank you to all who applied and took time to make13th level characters. The players selected are:
Charlotte
Barnabas
Issi
Terance

Those selected, please report to Discussion Thread, which is linked to this thread.


Good gaming folks.


Have fun, all!


Hello all, I am back! We are early into the module and already lost a character so the party currently consists of:

Barnabus Blackrock – Dwarf Fighter 13
Issi Flamehair - Elf Fighter 3/Rogue 4/Duelist 6
Terrance Welby – Human Cleric of Desna 13

We are really looking for an arcane caster. If you previously applied and are still interested, please let me know. Brand new applicants will also be considered, though I know how daunting making a 13th level character is. Same character creation rules as above.

Any questions, let me know.


Color me curious. It's a rare opportunity to play at higher levels, and my favorite party role is arcane caster.

What level do you expect the game to end at?

I'm thinking of throwing together a wizard who prestiges into loremaster. However the prestige class has some stiff prerequisites, so I was wondering what your thoughts were on item creation feats.

Lucendar wrote:
Item crafting feats not allowed to reduce costs of gp value of magic items at start of game.

Are you saying that item creation feats are allowed as long as we don't use them to create items pre-game? Will there be notable downtime during the campaign to craft?

Lastly: What is going on in the campaign right now? Where's the plot at?

Edit: Any issues with undead?

Edit 2: Are alternate racial traits allowed? Do they just follow the same rules per the release date?


Another question: Since the cutoff for materials is April 2011, what about ultimate magic and ultimate combat were released in April 2011?


Hey CC, thanks for the interest. The module takes you from 13 to 15. If there is interest, we can continue the party's adventures. In response to your questions:

1. Correct with regard to item creation feats - yes, there will be downtime.
2. Party is investigating the Tomb. They can find the character inside already as part of a previous expedition.
3. Undead? How so? As if you can play an undead? Or if there are undead enemies? It is a Tomb after all..
4. Alternate are allowed as long as they follow same rules.
5. Tomb was released May 2011. UM was released in April 2011 - so that is fine. UC was released in August 2011 so not allowed.


Understood, thanks!

Sorry, I should have been more clear about the undead question. How would it be if my character was a necromancer who raised undead minions? I know evil isn't allowed so I was wondering how...fighting fire with fire was viewed.


OK, so I've been thinking about this and I also have a couple questions.

Are you looking for an arcane buffer, debuffer, blaster, diviner, anything else in particular, or you just want that arcane casting covered (so definitely detect magic and some ability to identify and the like?)

I'm thinking of putting together a witch because I've not played one and they look fun. Looking at action economy, how would you rule movement works for a carpet of flying once activated? It's controlled by spoken directions, but I don't know if that would count as a free action or something else (I'd like to keep my move action free for cackle.)


I know that you guys are looking for an arcane caster and you have said what the class makeup of the rest of the party is, but what roles does everybody fill? What is each character good at, and where are they lacking?


Looking for an arcane blaster type - that's what party needs, not a witch or necromancer. Hope that helps.


Right, that's why it's worth asking! I'm not particularly interested in building a blaster just now so I'll let someone else fill the spot. Best of luck finding just the right character and everyone have fun with the campaign!


I was leaning that direction anyways.

Alright I will get the character drawn up tomorrow. I definitely got some good ideas rolling around.

Sovereign Court

Our dwarf is your typical 'hit hard and repeatedly' frontliners.
Our cleric is fairly standard too.
I'm the only odd one, focused heavily on dex and making 1 attack per turn with vital strike feats. I cover the rogue department though.

So yeah, arcane that can either damage or battlefield control would be good. We've had a lot of trouble with two flying enemies so far and one which was immune to crits, so Issi has been about as useful as a chocolate kettle so far!


Thanks for the breakdown Issi!

I'm decently along making my character now. An elven evoker who is overshadowed by his famous planar-binding father. However I need to pause and ask a question before finishing his last couple of levels.

How do you feel about the True Name arcane discovery? I thought it would be interesting as a "gifted protector" from his father, but even though this arcane discovery is from a legal source (ultimate magic) I wanted to check if you were alright with my character having a semi-permanent outsider at his disposal.

Although his father is neutral and tends to bind whatever he wants/needs to, my character is good aligned and as such would only accept the aid of a good outsider (or possibly neutral). As such the two outsiders I was considering was the Shield Archon and the Movanic Deva. Although the shield archon would definitely work much better with the 'protector' theme, they are large and have no disguise/invisbility so it would be about as subtle as a brick (and might have trouble getting through small corridors in a dungeon).

Edit: What languages may be good choices?


Hey all, apologies for delay. I have been under the weather this week.
CC, I do have an issue with having the semi-permanent outsider at your disposal as the battles are designed for a party of 4. You can focus on summoning, if you wish, but that spends valuable resources (your spells). I will have to say no. Apologies.

Planar languages are always good.


Alright no worries, I'll just have to take other precautions to deal with my wizard's paper bone syndrome.

I still have to buy gear (and do some other things like choosing what spells to have prepared), but otherwise my character is complete. I humbly introduce Renliat Auvreathem. Please let me know if you have any questions or concerns, and please notify me of any corrections I need to make.


Just popping in to say I applied at the start of this game with a magus, would love to jump in, but trying to finish up a thesis at the moment and can't possibly take on anything right now. In a couple of months if anyone else drops out I'll be right in there!

Have fun everyone :)


Hey CC, looks good, except for one thing: Dazing spell is broken in my opinion as is Spell perfection, so those feats are banned. I hope that doesn't ruin the character concept.


Uhhhhh nah I should be fine. Daze was more of an attempt to be battlefield control if the need should arise, and I almost chose another metamagic feat over it anyways.

And yeah, I was going towards spell perfection because...well it's disgustingly powerful. I don't really blame you banning it. It's not important to the character concept at all.

I'll replace dazing with quickened and be good to go!


CC, great, join us in the Discussion Thread: Link

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