The Gauntlet (Inactive)

Game Master concerro


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The first thing I will say is that this is an exercise in combat. There is no adventure to be had here. With that said a little background and other info:

There have been times when not all my players have shown up, but they still want something to do. For story reason I did not want to advance the story so I modified an idea I stole from another GM, and created the gauntlet.

info not needed for the PbP version, but it might be something a GM wants to steal from me:

I would normally have an NPC that showed up in all of my games introduce himself to the players offering a chance at treasure, but with no chance of death if only they would entertain him. I also told the players there were no shenanigans OOC.
The idea was that there would be 10 fights. The fights would take place starting at CR equal to the APL of the party, and slowly get more difficult. Fights of the same CR would be wildly different. As an example one fight be against a melee brute. The next fight could be against a caster. The 10th fight was normally about 4+APL, and if they happened to win that fight I would give them a bonus fight to win something special. Nobody ever made it to that last fight, but it was designed to be really difficult, probably coming in at an APL of +5 or +6.

Each fight had a different map/battleground. The map had a safehouse which would restore all HP and spells, remove all status effects...etc. Each player could use it one per map. The placement of it was random. The house would hold 2 PC's. Nobody could attack from within it or into it.

The first fight would start with a low amount of gold that doubled after every fight. At any point you could take the exit to leave the fight, if you could make it to the exit that is. Taking the exit before a fight was finished would keep you from advancing to the next fight with the rest of the party, but you got to keep any gold you had. If you were killed then any gold you had won from the entire gauntlet was reduced by 50%. The gauntlet never caused actual death, but it did use actual resources.

It was always fun to see if the players would abandon their buddies for the loot.

PS: No XP was gained because there was no real risk

In the real life version there were 10 fights. To make sure people don't bail out of boredom I am thinking of reducing this to 5 fights with the 5th fight being the boss(APL+4) fight, with the one superfight being fight number 6.

I will pair people up by classes. As an example 1 fighter type, 1 divine type, 1 arcane caster, and so on. There is no selection process so I might have team of 4 or 6, and a team might get 2 casters of the same type.

The idea of this is two fold.
1. Most of us have ideas we have wanted to try out. This is a chance to do so.
2. I get to try out houserules that work in theory, and have worked for other GM's. I just want to know how they work for me. There will be no more than 2 or 3 houserules so none of you have to worry about relearning the CRB.

If I get enough people for more than one team I will most likely run several play threads, and not every team will fight the same monster, and while I don't plan to give the monsters extra items there is a good posibility that any stock monster might get a feat or skill swapped out.

Rules:
Level 13: For those of you worried about spontaneous casters getting a raw deal check the house rules. :)

WBL:140,000 gp, with no more than 25%(35,000) of your wealth going to any one item. Now if an item is 36,000 or otherwise very close then let me know. I will probably overlook that.

Point Buy: 20 points--Dump to your hearts content, but I do attack in several ways when I GM in real life*. With it only being 5 or 6 fights you may get lucky, and not have to deal with it.

Books allowed: CRB, APG, UC, UM. Any other books will be limited to 1 per character if allowed.
No Antagonize feat, and no VoP(unless you can put forth a very convincing argument).

You get two traits, and no two traits can be in the same category.

Races:Ask about any non-core 0-HD race.

*That also applies to any weakness.

house rules:

Sorcerers use the spell known, and spells per day chart as if they were one level higher. That does not mean they get a free caster level. Oracles get to do this also.

Clerics can both affect both living and undead with their channels instead of having to choose, just like in the beta version.

The monk's Wholeness of Body now does {½ character level x Wisdom modifier}
of healing per day.

All classes have perception as a class skill.

This is mostly a feeler for interest. If I can get at least one group I will create the material(maps and enemies).

RPG Superstar 2012 Top 16

I'm interested. I've been itching to play a straight up fighter for a while, and this would be a perfect testing ground.


I forgot to add that the deadline to have a character up is Thursday(April 12th) at 1201 AM.


I am down for this.I played in a gladiator game that went belly up, but it was fun. I'll have something up soon.


Would you allow a fetchling?


Mark me down for a Dragon Disciple. At that point they get good. I will get you a stat block in a day or two.

I would also like to make a duelist. Do you allow multiple characters if the turnout is low?

edit: Do you allow monster feats?

Dark Archive

oh, interest, been wanting to try my barbarian tank idea

Edit: Want +6 con belt (36,000 gp) and how are HP done? 1/2+1 or do you want us to roll on here?


In case you are curious, I'm planning on a fetchling ninja.

Scarab Sages

Rolling up a summoner.

Same question as Jarred: How are we doing hit points?

Besides that, will you allow an aasimar?

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd be interested. Would you be OK with me playing a Svirfneblin monk? Otherwise I'd like to try an elf alchemist (and in that case, would you allow the Grenadier archetype from the PFS Field Guide?).


I am goingto submit a Cavalier of some sort.


Tanner Nielsen wrote:
Would you allow a fetchling?

Fetchlings are ok to use.


Oterisk wrote:

Mark me down for a Dragon Disciple. At that point they get good. I will get you a stat block in a day or two.

I would also like to make a duelist. Do you allow multiple characters if the turnout is low?

edit: Do you allow monster feats?

If I need another character for another team then I will allow a second character, but there is only one character per team per player.

Monsters feats are allowed as long as you qualify for them.


Jarred Henninger wrote:

oh, interest, been wanting to try my barbarian tank idea

Edit: Want +6 con belt (36,000 gp) and how are HP done? 1/2+1 or do you want us to roll on here?

The belt is ok'd.

I did forget to address hit points.

You can roll and compare it to the average. Take whichever one is higher.

The average is
d6=3.5
d8=4.5
d10=5.5
d12=6.5

If you end up with something like 60.5 then round up to the next number.


Eragar wrote:

Rolling up a summoner.

Same question as Jarred: How are we doing hit points?

Besides that, will you allow an aasimar?

Aasimars are also ok.


Svirfneblin's are not going to make it, and neither are drow nobles if anyone ask.

Regular drow are ok.

The Grenadier is also good to go.


Is the Agile weapon property okay to use?

Dark Archive

My Barbarian Tank is complete

CARL:
CR 12
Male Human Barbarian (Invulnerable Rager) 13
CN Medium Humanoid (Human)
Init +0; Senses Perception +16
--------------------
DEFENSE
--------------------
AC 23, touch 12, flat-footed 19 (+7 armor, +4 shield, +2 dodge)
hp 162 (13d12+65)
Fort +18, Ref +9, Will +9
Defensive Abilities Guarded Life; DR 18/lethal, 9/&#151;; Resist fire 3, Extreme Endurance (Fire)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Furious, Keen Greatsword +12/+7/+2 (2d6+22/17-20/x2)
--------------------
STATISTICS
--------------------
Str 22, Dex 10, Con 14/20, Int 13, Wis 10, Cha 7
Base Atk +13; CMB +19; CMD 33
Feats Combat Expertise +/-4, Diehard, Endurance, Fast Healer +2, Improved Stalwart, Power Attack -4/+8, Raging Vitality, Stalwart
Traits Birthmark, Threatening Defender
Skills Acrobatics +16, Climb +22, Perception +16, Survival +22, Swim +22
Languages Common, Draconic
SQ Fast Movement +10 (Ex), Heart of the Wilderness +6, Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Rage (30 rounds/day) (Ex), Ring of Spell Storing, Minor, Superstition +9 (Ex)
Combat Gear +1 Furious, Keen Greatsword, +3 Animated Madu, +3 Fortification, Light Mithral Chain Shirt; Other Gear Belt of Mighty Constitution, +6, Cloak of Resistance, +5, Ring of Spell Storing, Minor
--------------------
SPECIAL ABILITIES
--------------------
Birthmark +2 save vs. charm & compulsion
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (39/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (19/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Healer +2 Add your CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (26 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Heart of the Wilderness +6 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Improved Stalwart Double DR gained from Stalwart
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (30 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Ring of Spell Storing, Minor A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +9 (Ex) +9 save vs. magic while raging.
Threatening Defender Reduce Combat Expertise penalty by 1.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Edit: Sorry need to adjust HP for rolls

Dice Rolls:

13d12 + 65 ⇒ (7, 6, 4, 9, 2, 6, 2, 10, 6, 8, 10, 4, 12) + 65 = 151

Average was higher, so nevermind


Agile property is okay to use.

Dark Archive

i made a mistake under Defensive Abilities. my DR should be DR 38/lethal, 19/-


Jarred:
How are you getting the DR that high? The archetype only gives you:
Quote:

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level.

This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

At level 13 you should have DR of 6 since the numbers round down.

Against nonlethal damage that DR is double to 12.

With you taking the increased damage reduction 3 times the regular DR should be 9 against lethal damage, and 18 against nolethal damage.

I am assuming the +3 is a part of the original damage, and not just tacked on to give you the +18 for nonlethal damage. I did it by hand, and with herolabs, and my hand result was the best I could come up with.

Dark Archive

Stalwart:
Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

Improved Stalwart:
Prerequisite: Diehard, Endurance, Stalwart, base attack bonus +11.

Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/—.

The effects from stalwart are not implemented in hero lab


Human Oracle.

Given your house rule on treating oracles as level 14 for spellcasting purposes do I get the level 14 bonus spell from my mystery?


BBangerter you only get access to spells dictated by the spells known, and spells per day chart faster. Bonus spell from mysteries or bloodlines(for sorcerers) are not advanced.

Jarred everything makes sense now. Your character is good to go. Thanks.


I'll do equipment at the stats for my eidolon tomorrow, but there's me.

The Exchange

Dotting. May come up with something, but it's bedtime right now. Thinking a magus at this point, FYI.

Scarab Sages

If needed, I can make a cleric for the second group as well, seeing as we're a bit short on divine casters.

Scarab Sages

Is the safehouse going to be big enough for a large eidolon, or will I need to make it smaller to gain the benefit of the safehouse?

EDIT: I'm assuming that since the +6 con belt is okay that a Headband of Alluring Charisma +6 and a Belt of Giant Strength +6 are also fine?


You can make the eidolon large.

Any of the +6 ability boosters are fine to use.


My oracle stat block is in my profile - Mlungisi (previously posted under bbangerter)

HP Roll (+26 for con, +13 for toughness, +13 for favored class) 13d8 + 52 ⇒ (8, 4, 3, 5, 1, 4, 7, 3, 1, 7, 4, 5, 6) + 52 = 110 (low rolls, average puts me at 111).

Edit: Fixed hp bonus for constitution.


Eragar is Done. Stat blocks on profile.


This is Barb tank profile
Jarred


Mlungisi everything looks good.

Darrt also looks good.

The Exchange

Are the +4/+4 items okay? Also, mostly complete build. The book I am requesting is Inner Sea Magic, for a few spells. Other than that, everything is from CRB, APG, UM, or UC.

Shakros:
Shakros CR 12
Male Human Magus (Bladebound) 13
NG Medium Humanoid (Human)
Init +2; Senses Perception -2
--------------------
DEFENSE
--------------------
AC 26, touch 14, flat-footed 24. . (+10 armor, +2 Dex, +2 natural, +2 deflection)
hp 127 (13d8+52)
Fort +15, Ref +9, Will +9
Defensive Abilities Spell Shield +5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Black Blade +21/+16 (1d6+11/18-20/x2) and
. . Dagger +16/+11 (1d4+7/19-20/x2) and
. . Gauntlet (from Armor) +16/+11 (1d3+7/20/x2) and
. . Tonfa +16/+11 (1d6+7/20/x2) and
. . Tonfa +16/+11 (1d6+7/20/x2) and
. . Unarmed Strike +16/+11 (1d3+7/20/x2)
Special Attacks Arcane Accuracy +5, Spellstrike
Magus (Bladebound) Spells Known (CL 13, 16 melee touch, 11 ranged touch):
5 (2/day) Cone of Cold (DC 20)
4 (4/day) Black Tentacles, Black Tentacles, Dimension Door, Dimension Door
3 (5/day) Haste (DC 18), Vampiric Touch, Displacement (DC 18), Force Hook Charge, Force Hook Charge
2 (6/day) Blur (DC 17), Mirror Image (DC 17), Mirror Image (DC 17), Brow Gasher
1 (12/day) Enlarge Person (DC 16), Enlarge Person (DC 16), Enlarge Person (DC 16), Magic Missile, Grease (DC 16), Grease (DC 16), Expeditious Retreat (DC 16), Illusion of Calm (DC 16), Illusion of Calm (DC 16), Mirror Strike (DC 16), Shield (DC 16), Shield (DC 16)
0 (at will) Light, Detect Magic, Arcane Mark
--------------------
STATISTICS
--------------------
Str 20/24, Dex 14, Con 14/18, Int 16/20, Wis 7, Cha 7
Base Atk +9; CMB +16; CMD 30
Feats Dimensional Agility, Elemental Spell: Acid, Elemental Spell: Cold, Empower Spell, Extra Arcane Pool, Heighten Spell, Intensified Spell, Preferred Spell: Shocking Grasp, Quicken Spell, Weapon Focus: Scimitar
Traits Armor Expert, Magical Lineage: Shocking Grasp
Skills Acrobatics +0, Climb +5, Escape Artist +0, Fly +0, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +21, Knowledge (Nature) +18, Knowledge (Planes) +21, Knowledge (Religion) +18, Ride +0, Spellcraft +21, Stealth +0, Swim +5
Languages Common
SQ Arcane Pool (+4) (11/day) (Su), Black Blade (Ex), Black Blade: Arcane Pool (4/day) (Su), Black Blade: Energy Attunement (Su), Black Blade: Strike +4 (Sp), Black Blade: Telepathy (Su), Black Blade: Teleport Blade (Sp), Black Blade: Transfer Arcana (1/day) (Su), Black Blade: Unbreakable (Ex), Improved Spell Combat (Ex), Improved Spell Recall (Su), Knowledge Pool (Su), Wand Wielder (Su)
Combat Gear +1 Mithral Full Plate, Dagger, Tonfa, Tonfa; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +4, Boots of Speed (10 rounds/day), Cloak of Resistance, +3, Feather Token, Anchor, Feather Token, Anchor, Feather Token, Sky Hook, Headband of Vast Intelligence, +4: -Choose-, Marbles, Marbles, Marbles, Marbles, Pearl of Power, 1st Level (5), Pearl of Power, 1st Level, Pearl of Power, 3rd Level, Ring of Protection, +2, Ring of Wizardry I, Sack (empty), Soap (per lb), Wand of Enlarge Person
--------------------
SPECIAL ABILITIES
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool (+4) (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Spell: Cold You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Heighten Spell Increases spell level to effective level desired.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Preferred Spell: Shocking Grasp The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
--------------------
2nd level spell: Bladed Dash
5th level spell: Bladed Dash, Greater

Will get everything finalized, as well as a finalized spellbook, as soon as you get back to me regarding what I've asked.


Almost finished with cavi.


@Watcher Uatu - I just had a new load of work dropped on my lap. Please excuse me from the Gauntlet.

Good gaming, everyone!


Edgar Lamoureux wrote:

Are the +4/+4 items okay? Also, mostly complete build. The book I am requesting is Inner Sea Magic, for a few spells. Other than that, everything is from CRB, APG, UM, or UC.

** spoiler omitted **...

The double +4's are in also.

I will look at the Inner Sea Magic book and get back to you.


I am going to have to retreat from consideration, also. Thank you though.


The inner sea magic book is in.

The Exchange

Fantastico. I've got some stuff on my plate atm, so I'll have a finalized Shakros up sometime tonight/tomorrow.


To those who can no longer participate, thanks for the heads up.


Looks like there will be four of us then?


Shakros:
Shakros CR 12
Male Human Magus (Bladebound) 13
NG Medium Humanoid (Human)
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 26, touch 14, flat-footed 24. . (+10 armor, +2 Dex, +2 natural, +2 deflection)
hp 127 (13d8+52)
Fort +15, Ref +9, Will +9
Defensive Abilities Spell Shield +5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Black Blade(Scimitar) +21/+16 (1d6+11/18-20/x2) and
. . Dagger +16/+11 (1d4+7/19-20/x2) and
. . Gauntlet (from Armor) +16/+11 (1d3+7/20/x2) and
. . Tonfa +16/+11 (1d6+7/20/x2) and
. . Tonfa +16/+11 (1d6+7/20/x2) and
. . Unarmed Strike +16/+11 (1d3+7/20/x2)
Special Attacks Arcane Accuracy +5, Spellstrike
Magus (Bladebound) Spells Known (CL 13, 16 melee touch, 11 ranged touch):
5 (2/day) Cone of Cold (DC 20), Bladed Dash, Greater
4 (4/day) Black Tentacles, Black Tentacles, Dimension Door, Dimension Door
3 (5/day) Haste (DC 18), Vampiric Touch, Displacement (DC 18), Force Hook Charge, Force Hook Charge
2 (6/day) Bladed Dash, Bladed Dash, Blur (DC 17), Blur (DC 17), Mirror Image (DC 17), Mirror Image (DC 17)
1 (12/day) Enlarge Person (DC 16), Enlarge Person (DC 16), Magic Missile, Grease (DC 16), Expeditious Retreat (DC 16),Illusion of Calm (DC 16), Mirror Strike (DC 16), Shield (DC 16), Shield (DC 16) 3 unprepared
0 (at will) Dancing Lights, Light, Prestidigitation (DC 15), Detect Magic, Arcane Mark
--------------------
STATISTICS
--------------------
Str 20/24, Dex 14, Con 14/18, Int 16/20, Wis 7, Cha 7
Base Atk +9; CMB +16; CMD 30
Feats Dimensional Agility, Elemental Spell: Acid, Elemental Spell: Cold, Empower Spell, Extra Arcane Pool, Heighten Spell, Intensified Spell, Preferred Spell: Shocking Grasp, Quicken Spell, Weapon Focus: Scimitar
Traits Armor Expert, Magical Lineage: Shocking Grasp
Skills Acrobatics +0, Climb +5, Escape Artist +0, Fly +0, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +21, Knowledge (Nature) +18, Knowledge (Planes) +21, Knowledge (Religion) +18, Perception +11, Ride +0, Spellcraft +21, Stealth +13, Swim +5
Languages Auran, Celestial, Common, Draconic, Flail Snail, Sasquatch
SQ Arcane Pool (+4) (11/day) (Su), Black Blade (Ex), Black Blade: Arcane Pool (4/day) (Su), Black Blade: Energy Attunement (Su), Black Blade: Strike +4 (Sp), Black Blade: Telepathy (Su), Black Blade: Teleport Blade (Sp), Black Blade: Transfer Arcana (1/day) (Su), Black Blade: Unbreakable (Ex), Improved Spell Combat (Ex), Improved Spell Recall (Su), Knowledge Pool (Su), Lingering Pain (Su)
Combat Gear +1 Mithral Full Plate, Dagger, Tonfa, Tonfa; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +4, Boots of Speed (10 rounds/day), Cloak of Resistance, +3, Feather Token, Anchor, Feather Token, Anchor, Feather Token, Sky Hook, Headband of Vast Intelligence, +4: Perception, Stealth, Marbles, Marbles, Marbles, Marbles, Pearl of Power, 1st Level (5), Pearl of Power, 1st Level, Pearl of Power, 3rd Level, Ring of Protection, +2, Ring of Wizardry I, Sack (empty), Soap (per lb), Wand of Enlarge Person
--------------------
SPECIAL ABILITIES
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool (+4) (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Spell: Cold You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Heighten Spell Increases spell level to effective level desired.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Preferred Spell: Shocking Grasp The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Spellbook:
Magus Spells

0- All magus

1-
Enlarge person
Expeditious Retreat
Frostbite
Grease
Illusion of Calm
Magic Missile
Mirror Strike
Shield
Shocking Grasp
Vanish

2 Acid Arrow
Bladed Dash
Blur
Brow Gasher
Mirror Image
Web

3
Burst of speed
Dispel Magic
Displacement
Fly
Force Hook Charge
Force Punch
Haste
Lightning Bolt
Slow
Vampiric Touch

4
Black Tentacles
Dimension Door

5
Cone of cold
Greater Bladed dash


Edgar, I did not completely check the build, but notice you had 3 spells unprepared. I doubt you will get time in combat to prepare them unless you plan on doing so between fights, which will be mostly back to back.

It does seem the numbers have dropped. If nobody else jumps in within the next day or so I will probably start early.

Well I do still have to plan all the encounters so I guess that is a little more time for any new people to show up.


Alrighty then. I just realized I needed to change some spells anyway. I'll update them on my profile page.

Edit: Fixed spells on the profile.


Posting for interest, would like to use a half-orc barbarian.
Had a concept I've been wanting to use for a while, and this would be a good test to see how unkillable he truly is :)
Will post a partial build soon.


Almost forgot HP:

HP: 12d8 ⇒ (4, 8, 5, 2, 8, 5, 4, 4, 8, 4, 3, 6) = 61

Alright, 7 higher than average.


HP roll for the barby
12d12 ⇒ (11, 2, 3, 3, 10, 5, 12, 6, 10, 3, 4, 5) = 74
Hrm...is that 4 less than average?....Yes, average is 78 so that's what I've got I suppose...Darn, only 168 hp sans-feat/equipment...


I dreaded the day I'd see this build come into fruition. At least it's not in a regular campaign.


"DM send puny enemy to smash iron against Huuurk skin now."

Statblock's up. Enjoy.

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