Second Darkness beer and pretzles

Game Master drbuzzard

Second Darkness converted to PF with gestalt rogues.

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Liberty's Edge

I think I have it ready... any changes?

Crunch:
Jean David Nau
Male Human (Varisian) Gestalt Cleric of Besmara / Rogue 2
TN Medium Humanoid (Human)
Init +3, Senses Perception +7
Aura Aura of Chaos

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SPENT RESOURCES
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Channel Positive Energy (5/day): Used 0
Seize the Initiative (5/day): Used 0
Sudden Shift (5/day): Used 0

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DEFENSE
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AC 17, Touch 13, Flat-Footed 14 (+4 Armor, +3 Dex)
HP 17 (2d8+4) (+2 CON, +2 Favored Class)
Fort +4, Ref +6, Will +5
Defensive Abilities Evasion

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OFFENSE
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Speed 30 ft.
Full Attack Rapier +2 (1d6+1/18-20)
and Dagger +2 (1d4/19-20)
Melee Rapier +4 (1d6+1/18-20)
Melee Dagger +4 (1d4/19-20)
Ranged Dagger (Thrown) +4 (1d4+1/19-20)
Special Attacks
Channel Positive Energy (1d6, DC 13, 5/day)
Sneak Attack +1d6

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SPELLS
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Cleric (CL 2nd; Concentration +4)
Level 1
Bless (2)
Magic Weapon (DC 13)
Shield of Faith (DC 13)
Level 1
Create Water
Detect Magic
Guidance (DC 12)
Light
*:Domain spell.
Deity Besmara; Domains Deception Subdomain, Tactics Subdomain

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STATISTICS
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Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats
Selective Channeling
Two-Weapon Fighting
Weapon Finesse (Rogue Talent)
Traits
Charming
Sea-Souled
Languages Common, Varisian
SQ Aura of Chaos, Bonus feat, Heart of the Sea, Humanoid Traits, Orisons, Seize the Initiative, Spontaneous Casting, Sudden Shift, Trapfinding, Two-Weapon Fighting, Weapon Finesse

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SKILLS
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Acrobatics +6
Bluff +7
Bluff (Potentially Sexually Attracted) +8
Climb +3
Diplomacy +7
Diplomacy (Potentially Sexually Attracted) +8
Disguise +6
Intimidate +7
Perception +7
Perception (Trapfinding) +8
Profession (Sailor) +8
Sense Motive +7
Swim +6

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GEAR
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Rapier
Dagger (5)
Pickpocket's Outfit
Chain shirt
Belt pouch
- Freshwater (irregular) pearl (5)
- Gold pieces (4)
- Silver pieces (5)
- Copper pieces (15)
Spell component pouch
Holy symbol (wooden)
Thieves' tools
Backpack (Common)
- Compass
- Hammock
- Holy text (cheap)
- Lamp (common/waterproof)
- Map maker's kit
- Mess kit
- Signal whistle
- Grappling hook (Common)
- Silk Rope (50 ft.) (2)
- Candle (10)
- Oil (1 pint flask) (10)
- Rations (trail/per day) (4)
- Torch (5)
- Wine (fine/bottle) (2)

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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Heart of the Sea Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Seize the Initiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 5 times per day.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Sudden Shift (Sp) In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power 5 times per day.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.


Looks fine.

Liberty's Edge

Doing the Profile then. Do I go to Gameplay thread.

And thanks for inviting me.


Yes, post away. I'll think of some silly, contrived reason why you replace the oracle.


Ok, need a new player as we have lost a couple, and I prefer to keep above the 4 person minimum for APs.

Here's the character creation rules.

core races
Gestalt but one side is core rogue, no archetypes
20 point buy ((yes, you actually will have to make choices)
no magic item crafting allowed
no gunslingers
No sound strikers.
Chain Challenge is banned. Sap adept and Sap master are banned.
No evil alignments
HP are PFS style so 1/2 max +1.
unchained summoners only
Paizo Pathfinder only (don't go digging back in 3.5 stuff)
I am not going to stack sneak attack from multiple classes on different sides of the gestalt (so if you do slayer/rogue, no extra dice for you).
Core spells only (others can be requested, but don't be hopeful).
We're using fast progression automatic bonus progression, so essentially no magic items.

You will have 2000 GP in equipment. Keep in mind that the only magic items you can buy are scrolls, potions, and wands.

The party could probably use a front line tanky type and and a dedicated arcane caster.


dotting,

would and alchemist work?

Also what level do we build to?


Oh, forgot the level, -4.

The party is lacking in a full out arcane caster, so that would probably be better, but you are welcome to submit and see.


Archtype always makes things more interesting, as would unchained. You are sure you won't allow either of those for the rogue side? Either way, I got some ideas for this. One idea is unchained monk, though sap adept/master would have been great for that. Another is ranger, potentially with the Faithful (Achaekek) combat style if you allow it. A magus would fulfill both your requirements for arcane and frontliner. Looking at what I've suggested so far, all would have benefited quite a bit from unchained... Maybe I should make a barbarian or bloodrager instead in order to avoid being annoyed that I can't go unchained? What of those ideas, if any, do you like?

Are you only accepting one player? You said you were lacking both a frontliner and a caster? With only core spells I'm not sure I want to make a full caster, though I'm not actually sure which Magus spells are actually from the CRB...

What's the current party like?

Thinking about a full caster... Would you allow a Blood Arcanist to take Bloodline Mutations instead of the appropriate Bloodline powers? I also really want the spell battering blast. Would you allow that?


GM can you clarify this line:

GM wrote:
Gestalt but one side is core rogue, no archetypes

Is that Rogue with no archetypes or no archetypes for both classes?


oyzar wrote:

Archtype always makes things more interesting, as would unchained. You are sure you won't allow either of those for the rogue side? Either way, I got some ideas for this. One idea is unchained monk, though sap adept/master would have been great for that. Another is ranger, potentially with the Faithful (Achaekek) combat style if you allow it. A magus would fulfill both your requirements for arcane and frontliner. Looking at what I've suggested so far, all would have benefited quite a bit from unchained... Maybe I should make a barbarian or bloodrager instead in order to avoid being annoyed that I can't go unchained? What of those ideas, if any, do you like?

One player which dropped was a bloodrager, so a new one would fit in.

No achaekek combat style.
We have a magus already (though ranged). I should have said full arcane would be nice as I meant a 9 level caster.

Quote:


Are you only accepting one player? You said you were lacking both a frontliner and a caster? With only core spells I'm not sure I want to make a full caster, though I'm not actually sure which Magus spells are actually from the CRB...

2 players.

Quote:


What's the current party like?

(add /rogue)

Brawler
barbarian
magus
cleric

Quote:


Thinking about a full caster... Would you allow a Blood Arcanist to take Bloodline Mutations instead of the appropriate Bloodline powers? I also really want the spell battering blast. Would you allow that?

No bloodline mutations. I am thinking about the spell.


Azure_Zero wrote:

GM can you clarify this line:

GM wrote:
Gestalt but one side is core rogue, no archetypes

Is that Rogue with no archetypes or no archetypes for both classes?

Only the rogue side is prohibited archetypes. You can go wild on the other side (given the above restrictions).


I don't know if people have gone back to the first page and looked, but to re-iterate, this is a light hearted game. Do not expect deep roleplaying. Expect wise cracks from players and GMs, as well as some ridiculing of the AP if I feel it deserves it. As this is a 3rd ed AP, I do have to rework all the encounters.


Is that no bloodline mutations at all, or just no bloodline mutations for blood arcanist? If I can pick bloodline mutations for a sorcerer, I might go with that instead. Still would like battering blast either way. I dislike having major class features I don't get to use, but battering blast would let me get to use my sneak attack (as long as I can catch enemies flat footed, which admittedly won't be all that easy).

To me it sounds like you got plenty of melee already, I guess the restrictions on spells scared most wannabe casters away (though admittedly it's much easier to get to use sneak attack from rogue on a martial character).


GM wrote:


oyzar wrote:

What's the current party like?

(add /rogue)

Brawler
barbarian
magus
cleric

Looks it is quite melee heavy and arcane weak, now I know why you were nudging for a full arcane caster.


No bloodline mutations for arcanists. They are OK for sorcerers.

The reason I am inclined to restrict to core spells is that many spells from splatbooks and other such sources are very poorly balanced.

If you wish to do sneak attack, any spell which uses an attack roll works. Heck, ray of frost will do the job.

I'm still a bit leery on the battering blast since it does so much. Basically you can go through any wall or door once you hit 5th level if that spell is in a campaign.

Grand Lodge

One of the players here: Conan the Cymmerian!

I mean... Kronug the Kellid. For an overall tone, check the gameplay or Big K's posts.

I'll try to paint the bigger pixture better... our combat routine goes as follows:
1) we try to come up with a plan
2) we fail miserably
3) i charge. Marckus the brawler and I try to flank and marvel at the awesomeness that sneak attack is while Sileth the eldritch archer, well... do archery things. Meanwhile Jean as the resident sane man heals us and does holy stabbity stab
4) insert puns, successful attempts to intimidate furniture, references and CAPS LOCKS
5) go back to number 3


Kronug the Kellid wrote:

One of the players here: Conan the Cymmerian!

I mean... Kronug the Kellid. For an overall tone, check the gameplay or Big K's posts.

I'll try to paint the bigger pixture better... our combat routine goes as follows:
1) we try to come up with a plan
2) we fail miserably
3) i charge. Marckus the brawler and I try to flank and marvel at the awesomeness that sneak attack is while Sileth the eldritch archer, well... do archery things. Meanwhile Jean as the resident sane man heals us and does holy stabbity stab
4) insert puns, successful attempts to intimidate furniture, references and CAPS LOCKS
5) go back to number 3

Do I sense a Leeroy Jenkins in the party


only one?


drbuzzard wrote:

No bloodline mutations for arcanists. They are OK for sorcerers.

The reason I am inclined to restrict to core spells is that many spells from splatbooks and other such sources are very poorly balanced.

If you wish to do sneak attack, any spell which uses an attack roll works. Heck, ray of frost will do the job.

I'm still a bit leery on the battering blast since it does so much. Basically you can go through any wall or door once you hit 5th level if that spell is in a campaign.

Force damage does not give you any special ability to bypass hardness (in fact you would do much better with an adamantium arrow for 60 GP). Still, if you are worried about that aspect, just disallow it targeting objects? I was planning to use it mostly to target enemies anyway.

Currently thinking a human sorcerer with a half-orc parent, making the character quarter orc and then taking the orc bloodline. Really too bad that the Rogue Talent Ki pool keys off wisdom like a monk rather than charisma like a ninja. I don't suppose you would allow me to key it of charisma instead?


I'll randomise what I'll be taking, could have some fun results.

Rand: 1d6 ⇒ 1 Alchemist, Bloodrager, Brawler, Skald, Sorcerer, Witch

Alchemist it is

Rand: 1d4 ⇒ 2 Dhampir, Drow, Elf, Half-Elf

Drow it is, if allowed (I'll cook up a story, like they are an experiment or exile)

Gender: 2d6 ⇒ (6, 4) = 10 Female


Core races only.


Ok, I must of missed that.

Rand: 1d2 ⇒ 1 Half-Elf, Elf,

Half-elf then


Traits?


2 traits


Second darkness is the one with the elves, right?

I'm thinking a two-weapon fighting ranger for a tanky type. I've always wanted to actually get to use a two-bladed sword.


Second Darkness is ultimately about the Drow, yes.


Rags McRory is a Tatterdemalion witch with a Raccoon pilferer familiar.

Rags has bummed around in the wilderness around riddleport for better than a decade. Always on the outskirts, avoiding the trouble that comes from suspicious cityfolk.

Rags gets his nickname from the array of cloth strips, cords, ropes, and dreadlocks he wears like an odd sort of clothing. The mangy raccoon that accompanies him everywhere does little to improve his unkempt appearance. He is a little on the short side for an elf, only about 5'9" and has that race's slight build.

He is most comfortable in the deep forest as his eyes are unused to the brightness of full sunlight. He has a perpetual squint and watery eyes.

His strange magic, awkward demeanor, and bizarre appearance have left him with few opportunities to make close friends or allies over the years.

He has made a living trading healing or knowledge with inhabitants of the villages on the fringes of civilization. When times have been hard, he and his companion Trash have occasionally turned to theft.

He has always let the world take care of itself up until now, not wanting to take up anyone else's troubles to add to his own. The Blot in the sky has drawn him out of his self imposed exile though. All of the auguries and signs point to trouble that impact the entire region.

He has come into Riddleport to try and find answers to his questions as to the origin of the Blot and whether it is a phenomenon that can be stopped or if he should pack up and leave the region to avoid trouble altogether.


Sorry, I don't have horror adventures yet, so I"m not familiar with those rules, and would prefer if they were not used. My fault that I didn't include that in the description. I'll try to read up on that, but it should be noted that use of either Intrigue or Horror books will make selection less likely.


It's really just a custom set of hexes, doesn't use any of the horror rules.

Tatterdemailion

At this point, he's just a witch with a pretty worthless 4th level hex that breaks rope and cloth and with prehensile hair re-skinned to be the clothes and rags he wears.


OK, the doesn't look all that bad. More flavorful than powerful. (not picked anyone yet though)


Yeah, I'm not sure what that 4th level hex is ever going to accomplish. Maybe there's a rope bridge out there somewhere that needs taking down.

The web and lipstich/eyestich hexes give you those spells with a level scaling DC, but they're still not better than some of the other stuff a witch could do.


got crunch done, working on backstory.

The Exchange

Since someone rolled a witch - arcane caster already, I'll submit an evangelist cleric. Gimme a bit for backstory.

Ragnar:

Male Human Gestalt Cleric 4(Evangelist)/Rogue 4
NG Humanoid
Init +5; Perception +10
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Defense
--------------------
AC 19, touch 15, flat-footed 15
hp 31
Fort +6, Ref +8, Will +8;
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Offense
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Speed 30 ft. (would've been 40 but for weight)
Melee Cold Iron Dagger +5 (1d4+2)
Ranged +1 Composite Shortbow +7 (1d6+3)
Spells (CL 4th; concentration +8) - Travel Domain
. . At will—Stabilize, Create Water, Light, Guidance
Lv 1 spells known (4/day): Remove Fear, Summon Monster 1 (x2), Divine favour (x1)
Domain Spell - Long Strider
Lv 2 spells known (3/day): Lesser Restoration, Summon Monster 2, 1 Spell left open
Domain Spell - Locate Object
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 16, Cha 12
Base Atk +3; CMB +5; CMD 18
Feats Point Blank Shot, Precise Shot, Rapid Shot(from Combat Trick), Summon Good Monster
Traits Fates Favored, Paragon of Speed
Skills Knowledge Religion +8, Perception +10, Survival +10, Climb +7, Acrobatics +8, Swim +8, Sense Motive +8, Diplomacy+8, Spellcraft +8, Knowledge Local +8, Linguistics +8
Rogue Talents: Survivalist, Combat Trick (Rapid Shot)

Sermonic Performance (11/day)
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.

Lv 1 - Command
Lv 2 - Enthrall
Lv 3 - Tongues

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Languages Common, Undercommon, Drow, Draconic, Celestial, Terran

Other Gear
+1 attuned Composite shortbow (+2 str rating), +1 chainshirt, backpack, Spell Component pouch, Waterskin, Travellers any tool, 5 days trail rations, 200 arrows, +1 attuned chainshirt, 100 cold iron arrows, 40 blunt arrows, cold iron dagger, club, grappling arrow, sap, 1 cold iron dagger, holy symbol tattoo of Kurgess, 2 sacks, rest of gp TBD.


Still lacking any entries for a front liner.


What do you mean by a front liner? I thought you were looking to fill an arcane roll?


I need two people. One front line fighter, one arcane caster.


Backstory is almost done, with Alchemist I can be more frontline like,

How are you going to handle PrC's with Gestalt?
As it'll effect if I need to re-work the crunch.


No prestige classes.


I think I'll refrain from making a character for this one as I've my eyes on another Second Darkness recruitment, but good luck with the recruitment.

The Exchange

Does summoning stuff as standard action count as front lining? Or would you like a friendly animal companion to front line?

If it doesn't then I need to reroll, but I need to think on what to do too. Though IMO doesn't 2 melee characters, 1 invulnerable rager and a brawler clog up the front lines so there's no space to front line?

Ragnar's backstory:
Ragnar is a travelling athlete. He looks to pit his skill and prowess against his fellow compstitors, all in the name of good sport. He's travelled around Varisa participating in the Sandpoint foot race, Kassen's archery touranment, and his latest competition is the Dart throwing tournament in the Dragon Hoard in Riddleport.


Recompiled the crunch to Barbarian/Rogue,

Making simple Backstory

Character data Uploaded into Alias.


I think I'll write up a Bloodrager/rogue for that frontline role you mentioned. His backstory fits pretty well into Second Darkness, I think too. I'll stat him up after work today, but the short of it is "reach fighter."


Here's Green Smashomancer's submission. He's a "mage." I have a couple of tweaks left (Do I use average WBL, or something different? I'd like to know before I go crazy with buying stuff) but Ulthar here is ready to go if it pleases you GM.

Short of Backstory:
Ulthar is an Ulfen man who was captured by drow. They spent years using him as a subject in their Fleshwarping experiments, he escaped (though he doesn't know they let him), and now he tries to use the gruesome abilities he was "gifted" for something good.

Edit: I caught the "core spells mostly" thing. May I use Long Arm? It's pretty self explanatory.


Long arm is fine. You get 2k GP. We are using the higher form of Automatic Bonus Progression. so the only magic items available are potions, scrolls and wands.

I will be taking Rags McRory and Ulthar the Warped one. Please head over to discussion.

Thanks everyone for the submissions.


Yay!

Silver Crusade

I heard y'all need a medic. Posting my cleric for the team to check out.


That looks decent. You can replace healbot.

We'll do it in a non jarring, convincing manner which follows the plot. You know, a cut scene.

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