Duke of Despair |
This is a short adventure, and here are the guidelines:
> I will be taking 3 level 1 characters, most likely 1 arcane spellcaster, 1 divine spellcaster, and 1 front-liner.
> You can choose between 20 point buy or the "epic dice" method (3d6+6 for each ability score
> Recommended things= Languages: Draconic; Classes: None. Be what you want!; Nope, no more spoilers!
> Most importantly, HAVE FUN! (OR I'LL EAT YOUR SOUL!!!)
> I need a background from each player. I will decide who plays later. Please post in this forum if you want to play!
WerePox47 |
3d6 + 6 ⇒ (6, 5, 6) + 6 = 23
3d6 + 6 ⇒ (5, 4, 4) + 6 = 19
3d6 + 6 ⇒ (1, 5, 2) + 6 = 14
3d6 + 6 ⇒ (3, 1, 5) + 6 = 15
3d6 + 6 ⇒ (4, 2, 4) + 6 = 16
3d6 + 6 ⇒ (4, 6, 5) + 6 = 21
"Epic Dice" method is right.. Jeez..
Thinking a Two Weapon Fighting Paladin, what level you see this going to?
Starting wealth? Traits?
Iger Brightblade
Human (Varisian) Paladin (Oath of Vengeance) 1
LG Medium humanoid (human)
Init +4; Senses Perception +2
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Defense
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AC 21, touch 14, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
hp 14 (1d10+4)
Fort +5, Ref +5, Will +5
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Offense
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Speed 20 ft.
Melee longsword +9 (1d8+7/19-20) or
longsword +7/heavy shield +7 (1d8/1d4+7/19-20/20)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +6)
At will—detect evil
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Statistics
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Str 25, Dex 19, Con 16, Int 14, Wis 15, Cha 21
Base Atk +1; CMB +8; CMD 22
Feats Double Slice, Two-Weapon Fighting
Traits Indomitable Will, Deft Dodger
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +6, Sense Motive +6
Languages Common, Draconic, Varisian, Varisian
SQ aura of good
Other Gear breastplate, mwk heavy steel shield, mwk longsword,
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Smite Evil (1/day) (Su) +5 to hit, +1 to damage, +5 deflection bonus to AC when used.
Duke of Despair |
spoiler linked above.. Twfing sword and board pally.. Will still have to flesh out a backstory and finish gear.
Great! If you can, let others know about this adventure, and about your background: insert how you stumbled upon this mission (HINT! This can be as long as you like, and keep it fairly detailed.)
Duke of Despair |
sorry, guys, I gotta go. keep posting in this forum. if at least one posts, I will decide who will be the heroes of this wondrous adventure. For those who do not get get picked...I will have another adventure recruitment up and running right after this one! Have no fear, for I will keep my promise! Just look for my name in campaign titles! Sayonara! Adios! Au revoir! And most importantly, remember your backgrounds! Farewell, fellows GMs and adventurers!
Webb |
Interested in joining with a halfling warpriest. The paladin and me can even have the same god or goddess?
Stat: 3d6 + 6 ⇒ (6, 5, 6) + 6 = 23
Stat: 3d6 + 6 ⇒ (1, 5, 2) + 6 = 14
Stat: 3d6 + 6 ⇒ (1, 4, 1) + 6 = 12
Stat: 3d6 + 6 ⇒ (4, 4, 1) + 6 = 15
Stat: 3d6 + 6 ⇒ (2, 5, 3) + 6 = 16
Stat: 3d6 + 6 ⇒ (2, 1, 6) + 6 = 15
grimdog73 |
Well, in that case..I'll make a toon.....here we go...come on dice..be nice to me...
3d6 + 6 ⇒ (1, 3, 3) + 6 = 13
3d6 + 6 ⇒ (3, 3, 4) + 6 = 16
3d6 + 6 ⇒ (6, 1, 2) + 6 = 15
3d6 + 6 ⇒ (2, 5, 1) + 6 = 14
3d6 + 6 ⇒ (2, 1, 5) + 6 = 14
3d6 + 6 ⇒ (6, 4, 5) + 6 = 21
Will get back with a character later today...gotta get some shuteye
edit: lame rolls....will still make a guy.....
Duke of Despair |
You building a front-liner? Oh jeez...I almost typed front-"linen"...
Anyway....you can build a spellcaster, but a frontliner would be awesome.
Since all the others are making spellcasters....but, you know...spellcasters are awesome too. :)
I really cannot decide for you. But besides that, have FUN! (OR I'LL EAT YOUR SOUL!!) lol
Webb |
Scar the Silent
Male Halfling Warpriest ( Iomedae ) 1
NG Small
Initiative +4; Perception +8
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Defense
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AC 20, Touch 14, Flat-Footed 16
HP 13
Fort +5, Ref +4, Will +9
Speed 20 ft.
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Offense
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Crossbow, light +4 1d6 19-20
Greatsword +5 1d10+3 19-20
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Statistics
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Str 14 Dex 16 Con 15, Int 15, Wis 23, Cha 14
Base +0; CMB +1; CMD 14
Feats
Toughness, Weapon Focus ‘Greatsword’
Traits
Divine Warrior, Tactician
Skills
Acrobatics 0+3=3, Appraise 0+2=2, Bluff 0+2=2, Climb 0+2=2, Diplomacy 0+2=2, Disguise 0+2=2, Escape Artist 0+3=3, Fly 0+3=3, Heal 1+9=10, Intimidate 0+2=2, Knowledge Religion 1+5=6, Perception 0+8=8, Perform 0+2=2, Ride 0+3=3, Sense Motive 1+9=10, Spellcraft 1+5=6, Stealth 0+7=7, Survival 1+9=10, Swim 0+2=2
Languages
Common, Draconic, Halfling, Infernal
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Equipment
Backpack, small, Bedroll, small, Blanket, winter small, Bolts(20), Breastplate, small Mw, Chalk, Crossbow, light small, Grappling hook, Greatsword, small Mw, Longsword, small, Pouch, belt small, Rations, trail 5 days, Rope, silk(50 ft.), Waterskin.
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Spells
Detect Magic, Light, Spark
Bless, Bless, Shield of Faith
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Special Abilities
Armor Check Penalty: -3
Blessings: 4/day
Good, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the
purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Backstory coming, need to sleep now!
Dragonflyer1243 |
Here's my shaman submission, as well as Fluffy the Weasel, his familiar.
Crunch:
NG Medium Humanoid (Human, Elf)
Spirit: Life
Init +7; Senses Low-Light Vision; Perception +13
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Defense
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AC 18, touch 15, flat-footed 13
HP 10/10
Fort +2, Ref +5, Will +9
CMD 17
Channel Energy(1d6) 6 times/day-DC 16
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Offense
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Speed 30 ft.
Range
Javelin +5 (1d6+2/X2)
BAB +0
CMB +2
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Statistics
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Str 15, Dex 20, Con 15, Int 16, Wis 25, Cha 21
Skills Acrobatics +5, Knowledge(Nature) +7, Knowledge(Planes) +7, Knowledge(Religion) +7, Perception +13, Spellcraft +7, Stealth +5
Feats Selective Channeling , Skill Focus(Perception)
Languages Common, Draconic, Elven, Dwarven, Halfling
Traits Reactionary; Magic is Life
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Spells
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Cantrips
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Light; Detect Magic; Arcane Mark; Read Magic
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Lvl 1 Spells
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3/3
Detect Undead(Spirit Spell)
Bless
Burning Hands
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Abilities
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Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.
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Abilities
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1 Studded Leather Armor
10 Javelins
2 Potions of Cure Light Wounds
1 Blanket
1 Backpack
Silk Rope(50 Feet)
1 Origami Swarm
602 Gold
5 Silver
Fluffy:
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Fast Healing 1
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex)
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.