HP: (12/12) AC 17 (FF 14, Touch 13) CMD 17 (+1 vs Trip and Grapple), FS +4, RS +2, WS +0, Initiative: +2 Perception: +6
I had assumed Kandoo was delaying as Meilu and the others tried diplomacy. Sorry for any confusion. On my turn, should I reroll my attack (and the will save after Manny's turn) or should I keep both of the rolls?
Sorry if this seems a bit much, but I don't really see a way where this ends well, and even if it does, more confrontations are bound to occur. I won't if many people disagree, but I think the best thing to do is to just make the campaigns separate.
HP: (12/12) AC 17 (FF 14, Touch 13) CMD 17 (+1 vs Trip and Grapple), FS +4, RS +2, WS +0, Initiative: +2 Perception: +6
Captain collateral damage wrote:
Sorry if this seems a bit much, but I don't really see a way where this ends well, and even if it does, more confrontations are bound to occur. I won't if many people disagree, but I think the best thing to do is to just make the campaigns separate.
This seems like a good idea. We all game to have fun, not argue with people over the internet.
Good luck to Team Chaos!
Manny--sorry you didn't get to mind control me! Maybe next time. :-)
Law party go away.
The goblins direct you to one of the side doors between room 3 and 4. The door opens to the spire again, but this time the stairs wind down. Two scared looking goblins stand guard at the top of the stairs, and a curious sigil is carved into the spire there. The ominous sounds of moaning and shuffling footsteps echo from down the stairs...
Male Tiefling Paladin (Soul Sentinel) 1 | HP 5/12 | AC 20 TO 12 FF 18 | F +4 (+5 Cold Weather) R +2 W +2; +1 Sp SLA Su from Evil Arcane; +2 Death | CMD 16 | Init +2 | Perc +2 DV | Cold 7 Elec 7 Fire 7 | Smite 1/1 | Corruption Resist 1/1 | Hero 1/3
Good point. On with us. - says Kandoo, keeping his same slow rhythm.
The stairs circle the spire once before arriving at another landing. Two goblin corpses stand upright, an eerie fire in their eyes.
"Mmmuragh" Roll init! Anyone before them may go. 1d20 + 1 ⇒ (4) + 1 = 5
Initiative:1d20 + 3 ⇒ (18) + 3 = 21 Eek! Little zombies!
Meilu moves to the closest zombie, approaching at an angle that keeps her out of reach of the other. She lashes out with her dagger at it.
Dagger attack:1d20 + 3 ⇒ (15) + 3 = 18 Damage:1d4 + 1d6 ⇒ (3) + (2) = 5
Oh right, I'm Playing Asassi. init:1d20 + 5 ⇒ (10) + 5 = 15
Asassi steps up to the zombie Meilu hit, flanking and slashing at it with her Falchion.
Studied target on zombie Falchion:1d20 + 6 ⇒ (1) + 6 = 72d4 + 4 ⇒ (3, 3) + 4 = 10
Asassi's falchion swings high over the goblin zombie's head, but Meilu's dagger connects, cutting into the walking corpse's rotting flesh.
Male Tiefling Paladin (Soul Sentinel) 1 | HP 5/12 | AC 20 TO 12 FF 18 | F +4 (+5 Cold Weather) R +2 W +2; +1 Sp SLA Su from Evil Arcane; +2 Death | CMD 16 | Init +2 | Perc +2 DV | Cold 7 Elec 7 Fire 7 | Smite 1/1 | Corruption Resist 1/1 | Hero 1/3
Initiative:1d20 + 2 ⇒ (8) + 2 = 10
Kandoo moves towards the zombies and, power attacking, tries to land a powerful hit with his gandasa.
Assuming you hit the already damaged one...
Between Meilu's steathy strike and Kandoo's powerful hit, the light in the zombie's eyes sputters, and then burns out entirely as the corpse hit the floor with a thud.
The remaining zombie lurches toward Kandoo, landing a hit with its decaying arm.
3 damage
Everyone 's turn.
Zombie attack:
1d20 + 3 ⇒ (17) + 3 = 201d4 + 1 ⇒ (2) + 1 = 3
So, how do you guys feel about me rolling initiative for characters, just for ease of play?
Initiative is ok
Meilu moves to flank the second zombie with Kandoo or Assassi, whichever is closest.
Attack:1d20 + 3 ⇒ (14) + 3 = 17 Damage:1d4 + 1d6 ⇒ (3) + (1) = 4
Asassi slashes at the zombie with her falchion, again missing horribly.
falchion:1d20 + 4 ⇒ (1) + 4 = 52d4 + 4 ⇒ (4, 1) + 4 = 9 yay for nat ones! lol.
Kandoo and Meilu are flanking.
Male Tiefling Paladin (Soul Sentinel) 1 | HP 5/12 | AC 20 TO 12 FF 18 | F +4 (+5 Cold Weather) R +2 W +2; +1 Sp SLA Su from Evil Arcane; +2 Death | CMD 16 | Init +2 | Perc +2 DV | Cold 7 Elec 7 Fire 7 | Smite 1/1 | Corruption Resist 1/1 | Hero 1/3
The antipaladin dances around his feet and swings his gandasa up, trying to attack the zombie he's flanking.
Another combo hit from Meilu and Kandoo drops the second zombie, again hitting the floor with a satisfying thud. Congratulations on your first victory! The stairs continue down, presumably to the next dungeon level, (and Character level.) or you could go back up to "Grulk" to seek more info about what lies below.
So... Up then?
You go back to the door, maybe bringing a zombie head as a trophy to show you killed them. The door opens, revealing a bugbear in leather armor with a longbow and morningstar at his sides, standing in a circular room about 30 feet in diameter, with the emerald spire at the center. "I am Grulk, cheif of the tribe of New Zog. You are adventurers looking to explore the lower levels, yes? The lower levels are controlled by a wizard called Klarkosh. He is very powerful, and makes green construct creatures that are his minions in addition to the undead. Half his face, and an arm and leg are clad in gold. The level directly below us is inhabited by more undead, and big purple spiders that have mist powers. Beyond that are human warriors, and I do not know anything beyond that."
Knowledge (local) DC 17:
The spiders he speaks of are likely Moon spiders, which are about the size of regular giant spiders, but far more cunning, though not they are still not nearly as intelligent as a human. Additionally, they are tougher, stronger, have more effective poison, and stickier, stronger webs than regular giant spiders. They have been known to create clouds of mist, and occasionally turn into mists themselves.
Manny, Int DC 11:
"Zog" was the name of a large goblin empire, which eventually fell due to a combiation of invading armies led by a half-elf named Tarwynna and a plague known as yellowtongue.
M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13
Int:1d20 ⇒ 6
Manny has no idea, not being a fan of history books because they steal words out of your brain.
Thanks fot the info, Chief. Can we make a deal? We'll go fight stuff down below and you can use that to expand. In exchange, we can camp out with you guys and maybe even use the treasure to buy supplies from down.
As the team arrives on the lowest level, Meilu slips into sneaky mode.
stealth:1d20 + 9 ⇒ (4) + 9 = 13 I can do this."Just keep quiet, and maybe the spiders won't even know we're here" she whispers.
The stairs wind around the spire twice more after the zombies before the light choking darkness lifts, and the stairs descend in a straight line before reaching level 2. [ooc]Congratulations on coGpleting the first level of the emerald spire! this next one's by Ed greenwood, so beware! In the meantime, in most cases in this dungeon, a new dungeon level means a new character level! Time to level up.[ooc]
The steep stair descends through solid bedrock of fifty feet before ending in a stone lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.
Male Tiefling Paladin (Soul Sentinel) 1 | HP 5/12 | AC 20 TO 12 FF 18 | F +4 (+5 Cold Weather) R +2 W +2; +1 Sp SLA Su from Evil Arcane; +2 Death | CMD 16 | Init +2 | Perc +2 DV | Cold 7 Elec 7 Fire 7 | Smite 1/1 | Corruption Resist 1/1 | Hero 1/3
Kandoo waits for Manny to check the door before moving closer. He was far from being stealthy at all...
Meilu finds nothing of note on the door. The door leads to a hallway 10 fet wide and nearly 50 feet long, ending in another door. A side door is about halfway down the hallway.
A curving wall of glowing green crystal (the emerald spire) bulges out into this chamber from one corner. A stout wooden table stand along the wall opposite it. On the table lie three rotting human corpsesand the remnants of a giant purple spider. One of the human corpses has had all of its extremties severed, and its torso has been opened to reveal the inner organs. Another dismembered corpse has had spider legs sewn onto the stumps inplace of the removed limbs, all of which are neatly arranged near the rest of the spider. A bucket full of reeking, old blood sits on the floor under the table, and needles with leghts of silken thread attached are stuck in a hand-sized block of bloodstained wax upon the table.
My group is currently missing a player for the Emerald Spire Superdungeon. The party is chaotic level 1, and operating out of thornkeep, which, like any good river kingdoms town, is almost totally lawless. The party has a goblin oracle, hobgoblin antipaladin, and catfolk rogue.
Character Creation: 20 point buy ability scores
Any Paizo Class, but you must use the unchained verson if there is one, except for monks, who may use either.
Any race of 15 RP or less.
Average gold for your class.
Two traits, one may be from the unofficial Player's Guide Gameplay Discussion Original RecruitmentThe two parties (law and chaos, this is chaos) are now separate, so don't worry about PvP.
Name: Arduino the Lesser
Class: Wizard (Spirit Binder) (Evocation (Admixture))
Race: Male Human
Alignment: N
Backstory: The late-in-life child of his elderly archmage father, Arduino bristled with excitement when he found out he would finally be permitted to leave his studies with his father and explore the outside world. Then, two weeks later, he was recalled as his father foresaw imminent death for himself, and needed his son to help figure out how to save and preserve his life. Eventually the moment came as his father was in another room, working with Arduino's borrowed familiar; he heard a great whooshing and the sound of terrifying laughter, and the smell of fiery brimstone. Eventually, the doors fluttered open, and out came Arduino's familiar, now harshly imprinted with his father's spirit. Following his directions, Arduino has ventured into the staging grounds of the Emerald Spire's delving, hoping to find some way to restore his father to life.
Personality: Studious, nervous, young, awkward, naive. Nursing a rapidly growing resentment of his father. Grieving for his familiar, hoping she'll be returned if his father is resurrected.
Description: Young, short brown hair with a rapidly out-growing severe haircut, brown eyes and pale face, plain robes with a heavy satchel.
Familiar: Thrush wth brown feathers and dark eyes, light-feather marks around eyes in the shape of a pair of glasses. Harsh, imperious, elderly tone of voice. Arrogant.
Sheet
1) Essentially she is an Anti-Nihilist, this means that she believes the world sucks, and that won't change unless someone goes to change it.
2)She spent much time outside in nature, specifically she enjoy's being around water, she grew up in a misty forest/swamp type area.
3)Her families death and her being driven out of her homeland has lead her to try and find a new place to call home.
4)Many consider her beautiful even by kitsune standards, although she has few if any people she call's true friends and tends to dismiss most people.
5) She want's to be seen as a hero, as such she helps people without generally expecting reward.
Goals
1)To be viewed by some as a hero, or be admired
2) To find a place to call home
Secrets
1) Kara knows she is being hunted by The man who killed her family, she does not know why. Her family as was renown as Hunter's.
2) What she does not know is her family hunted people remorselessly, hence why they were killed.
Relations
1)Ro'kurk Blood-Axe A half orc who lead the mob that killed her family. Kara's father killed Rokurk's Wife and son. He is hunting Kara, knowing her still alive.
2)Narine, a traveling nixie that Kara would play with when she was young. She often acts as a mentor, teaching Kara bit of magic or giving her information.
3)Kara's Father is the biggest influence in her life, he taught her how to fight and to respect nature.
Memories
1) I remember my training, it was hard. I was taught to be swift. Faster than the wind, more graceful than the waters. My fire needed to be better. Father wanted me to carry on the family legacy...
2) The water was cool, morning, mist covered the lake. I could see things below the surface, i dived in after to see what it was...
3) the fire and flames heated the air, shouts and noises. An angry orc cutting my family down. Men with pitchforks and torches chased me as i ran into the fog, A Tail Blade given to me by my father strapped on, my only protection ...
Background Story
I grew up in a misty forest, by a lake near a small town. I always wanted to visit the town but father always told me no, saying the forest was our home were we belonged. Father, Mother, everyone they would all leave on hunts, sometimes gone for days leaving me alone. I was to young to go with them.
It was during this time i met Narine, i was bored, sitting by the lake. I saw something underneath the surface swimming, So i dived in out of boredom. We swam back and forth, almost dancing. it became almost a routine thing, the two of us hanging out by the lake, Sometimes we would sing, other times play fight. A hobby i grew to enjoy.
I grew old enough for father to begin teaching me what he called the Art of the hunt, taught me about our peoples art of deception, why i was special. My fur always had been white, father said i had been blessed. He gave me a Tail blade, a series of metal plates and blades connected to my tail one of the few features Kitsune always possess even when in humanoid form. An odd weapon, but nonetheless the weapon of my family.
Ok everything looks good so far. Could people please say which group they would like to be in? (law or chaos). I'll obviously know if you're lawful or chaotic, but both characters I've seen so far are neutral.
Sallera
CN Human Sorcerer 1
Initiative +5
Hp 8 (1d6+2)
AC 11, T 11, FF 10
Fort +1, Ref +1, Will +1
Spells Known
0 (DC 15)- Light, Prestidigitation, Spark, Daze
1 (5/d, DC 16)- Magic Missile, Sleep
Str 8, Dex 12, Con 12, Int 13, Wis 8, Cha 20
Feats: Eschew Materials(1b), Spell Focus: Evocation(1), Spell Specialisation: Magic Missile(1h)
Traits: Magical Lineage(Battering Blast), Wayang Spellhunter(Battering Blast)
Skills: Spellcraft +5, Bluff +9, Perception -1, Use Magic Device +9, Knowledge(Arcana) +5
Arcane Bloodline
Bloodline Arcana
Arcane Bond(Familiar): Greensting Scorpion(4hp)
Favored Class(Sorcerer): +1hp
Gear: Wand of Magic Missile(4 charges), Robes, Waterskin, Trail rations(4 days), Bedroll, Backpack
Does spell specialisation apply to wands? I can't see why it wouldn't, the feat doesn't say anything about it being restricted to spells you cast through your own slots.
If you agree, I'd like to pick up a wand of magic missile with a couple charges, for when I inevitably run out of spells.
Apologies for not submitting my lawful character yet, something unexpected came up and I've had no time to finish writing him up. It'll be a tiefling fighter of the lawful alignment.
Is it a bad idea to have the alignment be anything but good? Ie would a lawful evil alignment (greedy personality) type fit into the group well or would it be better to have a LN alignment? With a low intelligence and charisma I think LE fits the character better, but I'm all for getting along with the other players still
All right, Sallera the sorceress, hopefully fitting into the chaos legion.
Sallera
CN Human Sorcerer 1
Initiative +5
Hp 8 (1d6+2)
AC 11, T 11, FF 10, CMD 10, FFCMD 9
Fort +1, Ref +1, Will +1
CMB -1
Spells Known
0 (DC 15)- Light, Prestidigitation, Spark, Daze
1 (5/d, DC 16)- Magic Missile, Sleep
Str 8, Dex 12, Con 12, Int 13, Wis 8, Cha 20
Feats: Eschew Materials(1b), Spell Focus: Evocation(1), Spell Specialisation: Magic Missile(1h)
Traits: Magical Lineage(Battering Blast), Wayang Spellhunter(Battering Blast)
Skills: Spellcraft +5, Bluff +9, Perception -1, Use Magic Device +9, Knowledge(Arcana) +5
Arcane Bloodline
Bloodline Arcana
Arcane Bond(Familiar): Greensting Scorpion(4hp)
Favored Class(Sorcerer): +1hp
Gear: Wand of Magic Missile(4 charges, CL 1), Robes, Waterskin, Trail rations(4 days), Bedroll, Backpack
Picture Background Sallera has long chafed under the strictures of life at a hell knight outpost. She's recently discovered her powers, and feel like leveraging them into a way out of town, preferably to a better life.
She figures that getting rich will let her get to a place where she can more or less do whatever the hell she wants, but the number of ways for a young girl to get there are limited around these parts, and so she's up for a dungeon delve to remedy these sad circumstances.
Besides, there's new stuff to explore down there! Stuff to kill! She'll soon find out that she quite enjoys visiting magical violence on socially acceptable targets.
Here is Vokin tiefling fighter for the lawful group. I'll work up a better background a little later but Vokin is simply a mercenary by trade before he ran into Signifer DiViri and began his training to become a Hellknight.
Sallera
CN Human Sorcerer 2
Initiative +5
Hp 14 (2d6+4)
AC 11, T 11, FF 10, CMD 11, FFCMD 10
Fort +1, Ref +1, Will +2
CMB -1
Spells Known (Cl 2)
0 (DC 15)- Light, Prestidigitation, Spark, Daze, Detect Magic
1 (5/d, DC 16)- Magic Missile, Sleep
Str 8, Dex 12, Con 12, Int 13, Wis 8, Cha 20
Feats: Eschew Materials(1b), Spell Focus: Evocation(1), Spell Specialisation: Magic Missile(1h)
Traits: Magical Lineage(Battering Blast), Wayang Spellhunter(Battering Blast)
Skills: Spellcraft +6, Bluff +10, Perception -1, Use Magic Device +10, Knowledge(Arcana) +6
Arcane Bloodline
Bloodline Arcana
Arcane Bond(Familiar): Greensting Scorpion(7hp)
Favored Class(Sorcerer): +2hp
Gear: Robes, Waterskin, Trail rations(8 days), Bedroll, Backpack, Wand of Magic Missile(50 charges), gp
Picture Background Sallera has long chafed under the strictures of life at a hell knight outpost. She's recently discovered her powers, and feel like leveraging them into a way out of town, preferably to a better life.
She figures that getting rich will let her get to a place where she can more or less do whatever the hell she wants, but the number of ways for a young girl to get there are limited around these parts, and so she's up for a dungeon delve to remedy these sad circumstances.
Besides, there's new stuff to explore down there! Stuff to kill! She'll soon find out that she quite enjoys visiting magical violence on socially acceptable targets.
I'm gonna throw my hat in the ring for this one if there is still time.
Here follows Hargrosh at your consideration for the Lawful group - he's no more and no less than a mercenary :D
Hargrosh:
Hargrosh
Half-orc bloodrager (primalist, spelleater) 1 (Pathfinder RPG Advanced Class Guide 15, 84, 85)
LN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +6, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee falchion +4 (2d4+4/18-20) or
. . morningstar +4 (1d8+3)
Ranged sling +2 (1d4+3)
Special Attacks bloodrage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +4; CMD 15
Feats Diehard, Endurance
Traits fate's favored
Skills Intimidate +5, Perception +5, Spellcraft +4, Survival +5
Languages Common, Orc
SQ disruptive bloodrage, fast movement, orc blood
Other Gear scale mail, heavy wooden shield, falchion, morningstar, sling, hemp rope (50 ft.), trail rations (5), waterskin, 8 gp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
I'll be making a selection when the party gets to a point where it makes sense for them to find a replacement character. Also chaos characters should now be level 2.
Please allow me to apply to either the lawful or the chaotic thread as I have always wished to play the super dungeon.
I will go with a Wizard for the lawful group.
Spoiler:
0, 2, 5, 13, 2, -2
Height: 5'8" , Weight: 174 lbs , Eyes: black with a twinkle of knowing something you do not
description: bald, well groomed mustache wearing good clothing and a fine set of boots.
N Medium Elf
init +5, perception +10
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10
HP 11
Fort 1+, Ref +2 , Will +3
--------------------
Offense
--------------------
Speed 30
Melee: spiked gauntlet +0 1d3 20 x2
Ranged: longbow +2 1d8 20 x3
--------------------
Statistics
--------------------
Str 10, Dex 14 (2), Con 12 (5), Int (13) 19, Wis 12 (2), Cha 8(+2)
Base Atk +0; CMB ; CMD
Saves: Fort +1, Ref +2, Will +3
--------------------
Feats
--------------------
1 spell focus - conjuration +1 dc (free replacing create scroll)
1 alertness (free with familiar)
1 Toughness (+3 hp)
--------------------
Traits
--------------------
Reactionairy +2 init
observant (pathfinder grand lodge trait) perception class skill +1 trait bonus
--------------------
Gear
--------------------
longbow (75gp)
40 cold iron arrows (2gp)
backpack 2gp
spiked gauntlet 5 gp
2x alchemist fire 40gp
10 flasks of oil
cold weather gear (free)
travellers outfit
water flask (full) 2, 2 gp
GP 15
--------------------
Special Abilities
--------------------
Elf: Immune to sleep affects, +2 vs enchantment spells; +2 racial bonus perception; +2 racial bonus on caster level checks to overcome Spell Resistance; +2 on spellcraft to identify magic items; weapon familiarity longbow; low-light vision
Divination, Foresight
always act in the surprise round, 1/2 lv added to init (+1)
7/day roll a d20 as a free action and use it prior to next turn
Familiar:
Corneleus the owl (+3 perception bonus in shadows and darkness)
AC 16, touch 15 flatfooted 12 (+1 natural armor)
Fort +2, Ref +5, Will +2 improved evasion
speed 10ft, fly 60ft (average)
melee 2 talons +5 (1d4-2)
HP 4, HD 1
st 6 dx 17 cn 11, in 6, wis 15, ch 6
skills fly +7, perception +10, stealth +15
cmb +1, CMD 9
Corneleus has a flask of oil and an alchemists fire which he can grab with his talons and drop.
School divination
Opposition schools: necromancy and enchantment
Spells: detect magic acid splash ghost sound
Obscuring mist grease summon monster I magic missle color spray silent image mage armor bonus spell true strike
prepared spells:
(DC 15) 3-0: detect magic, acid splash, ghost sound
(DC 16) 2-1: color spray, silent image
---------------------
Background
---------------------
Alister grew up in a quiet elven enclave in Absolam surrounded by a community of merchants. He was trained from an early age to take up the family trade of alchemy but started showing strong tendency toward more magical study. His family and community took up a collection and sent him to the Academy of Secrets where he studied hard and learned under the instruction of some of the greatest minds of magic. Since he graduated the first level classes he has returned to Absolam where he continues to work as an alchemist in his parents shop as well as look for a new adventure to take when a person wearing a strange device called a wayfinder walked into the shop and did some recruiting Alister thought that sounded just fine and agreed to take their test.
For the Chaos group I have a Barbarian who will second level go cleric and then the rest barbarian. I will post both with crunch and backgrounds shortly
Chaos:
Spoiler:
this is what lv 2 will look like
STR 18 (-17) DX 10(0),CN 14 (-5) INT 8 (+2), WIS 12 (-2), CHA 8 (+2)
plan: 4th lv +1 str, 8th lv +1 str
DEFENSE
AC 17, touch 11, flat-footed 14
Max HP 16
Fort +5, Ref +0, Will +5
OFFENSE
BAB +1
Speed 30
Melee: +4
Range: +1
Feats:
1. Power Attack
3. Raging Vitality
5. Toughness
7. Extra Rage Power
9. Extra Rage Power
11. Extra Rage Power
13. Extra Rage Power get the idea yet?
Racial Abilities:
Darkvision: Aasimir can see perfectly in the dark up to 60 feet.
+2 intimidate/+2 sense motive
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Special Abilities:
Domains: Community, Plant subdomain, Growth
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier 2 = 5/day.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 2 = 5/day.
Channeling negative energy: causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier 0 = 11. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier 0 = 3. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier 3 = 7/day. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Spells:
O lv: 3: Create water, Guidance, Detect Magic
1 lv: 2+1: Moment of greatness x2, *bless
Traits:
1 Dangerously Curious UMD always a class skill, +1
2 indomitable faith +1 will save.
Equipment:
Background: Pink eye was born an albino half stone giant half law bringer angel Aasimar among the stone giants in the mountains worshipping as they always had Fandarra the Bleeding Stone. They sacrificed to her and lived in their small community until a goodly ruler came to power. His government saw the religion as evil and the stone giants as enemies and monsters and attacked his people. His people struck back and planned and executed an insurrection against the government attempting to overthrow first the local government and then he himself. All of his family and people were killed, and he was knocked unconscious during the battle, only to awake in the the lands of Cheliax a slave. Soon after he escaped and made his way until he found the lands near the super dungeon where he learned of the adventures to be had and has entered seeking riches and glory.
It looks like the chaos side is going w the sorcerer. I could go vengence paladin for lawful instead of wizard as you guys look like you need melee. Check out my submissions and if you want to give me a chance I will whip something up