| Movin |
I'd been waiting on some responses to the questions that had been posed in the thread before fully committing.
Knowing how teleporting, summoning and other planar warping effects work is of big importance for a spell caster of that level.
Can we use bags of holding? Is the spell Maze dead due to it sending someone to a labyrinth pocket dimension? Magnificent mansion, rope trick and other "bigger on the inside" tricks?
So I'm thinking I have no shot at actually finishing this character in time even if I do get a response that solves the kinks involved in that.
I can likely draw up a general concept before your deadline but there is no way I'm going to have the time to spend that ludicrous amount of money.
So I think I'll bow out
TheIronGiant6
|
I'd been waiting on some responses to the questions that had been posed in the thread before fully committing.
Knowing how teleporting, summoning and other planar warping effects work is of big importance for a spell caster of that level.Can we use bags of holding? Is the spell Maze dead due to it sending someone to a labyrinth pocket dimension? Magnificent mansion, rope trick and other "bigger on the inside" tricks?
So I'm thinking I have no shot at actually finishing this character in time even if I do get a response that solves the kinks involved in that.
I can likely draw up a general concept before your deadline but there is no way I'm going to have the time to spend that ludicrous amount of money.
So I think I'll bow out
Sorry, I had missed your question, I must've not noticed you because of the no profile picture thing. Sorry! I can extend the choosing process for a few days, till you're done.
1. Summoning is possible, and teleporting is as well. The only summoning spells that do not work are spells that summon the true, real creature. Basically just the planar binding stuff. Incorporeal creatures work a bit differently, but you can become incorporeal through spells and the like. My intent is to prevent the nesting doll situation like you described. A true level 20 wizard is completely, legitimately impossible to kill.
2. Bags of holding are fine. These tricks still work, but only those that are not permanent. This means that the wizard can use them on you too.
| Movin |
So mostly its to prevent Astral projection nesting and other multiple bodies jiggery.
Well that and the planar binding Genie wish chain.
Would I correct to assume that there is a general rule that spell based rules abuse that bend the intent of effects will not be used unless we breach the topic first?
EX: Simaculurum wish granting creatures, Possessing a strong body and stacking STR boosts to abuse blood money into wishes at no cost.
Other crap like that?
While the question was asked about crafting I'd also be interested to know where you draw the line on those creation rules.
Am I alright to combine magic items at the normal cost for such effects
(1.5X cost of second item to be added typically)
Secondly you said that archetypes and spells from other books were available. What about magic items, feats?
There is a lot of stuff that seriously helps sorcerers stay on the same level as wizards at high level play in some of the books.
As to fluff
I think I'll do the old classic of Spell caster who is in fact a corrupted clone of the main villain no longer bound by the shackles of magic to their progenitor.
blowing up demons and getting songs sung about him.
TheIronGiant6
|
So mostly its to prevent Astral projection nesting and other multiple bodies jiggery.
Well that and the planar binding Genie wish chain.
Would I correct to assume that there is a general rule that spell based rules abuse that bend the intent of effects will not be used unless we breach the topic first?EX: Simaculurum wish granting creatures, Possessing a strong body and stacking STR boosts to abuse blood money into wishes at no cost.
Other crap like that?While the question was asked about crafting I'd also be interested to know where you draw the line on those creation rules.
Am I alright to combine magic items at the normal cost for such effects
(1.5X cost of second item to be added typically)Secondly you said that archetypes and spells from other books were available. What about magic items, feats?
There is a lot of stuff that seriously helps sorcerers stay on the same level as wizards at high level play in some of the books.As to fluff
I think I'll do the old classic of Spell caster who is in fact a corrupted clone of the main villain no longer bound by the shackles of magic to their progenitor.blowing up demons and getting songs sung about him.
Happy new year! Also, Simulacrums are possible, but not encouraged, since that kind of exploitation kinda fits into my no powerbuilding rule. Crafting is fairly freeform, just do whatever the rules say you can. Magic items and feats are Paizo only, but not Core only. Like the fluff!
| Lady Sakuro |
I have this nice image of her
She uses Magic Tattoos and place of Magic items most of the time.
Also She has a Magic Beast Animal Companion.
| Ovarik Glandaur |
Here is my updated submission:
Male elder dwarf barbarian (superstitious) 18
CG Medium humanoid (dwarf)
Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +22
Defense
AC 30, touch 15, flat-footed 29 (+11 armor, +4 deflection, +1 Dex, +4 natural)
HP 378 (18d12+162); regeneration 1
Fort +24, Ref +12, Will +12; +10 save vs. magic while raging.
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant
Offense
Speed 40 ft.
Melee +1 adamantine dagger +25/+20/+15/+10 (1d4+7/19-20) or
+1 silversheen dagger +25/+20/+15/+10 (1d4+7/19-20) or
witchminder +28/+23/+18/+13 (1d10+13)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks ancient enmity, greater rage (46 rounds/day), rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)
Statistics
Str 23 +6, Dex 13 +1, Con 26 +8, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +24; CMD 39 (43 vs. bull rush, 43 vs. trip)
Feats Arcane Vendetta, Combat Reflexes, Darting Viper, Dispelling Blow, Following Step, Power Attack, Skilled Rager, Step Up, Step Up And Strike
SQ +1 hit point, dwarven weapon familiarity, fast movement, sixth sense, tireless rage
Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Appraise +3; (Ranks:0, +2 Int, +1 luck)
Bluff +0; (Ranks:0, -1 Cha, +1 luck)
Climb +11; (Ranks:1, +3 class, +6 Str, -1 ACP, +1 luck)
Diplomacy +0; (Ranks:0, -1 Cha, +1 luck)
Disguise +0; (Ranks:0, -1 Cha, +1 luck)
Escape Artist -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Knowledge (arcana) +21; (Ranks:18, +2 Int, +1 luck)
Knowledge (history (dwarven)) +5; (Ranks:0, +2 Int, +1 luck, +2 racial (lorekeeper))
Knowledge (nature) +11; (Ranks:5, +3 class, +2 Int, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Stealth -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +8; (Ranks:1, +3 class, +6 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon
Equipment and Encumberence
Weapons and Ammo +1 adamantine dagger, +1 silversheen dagger, +2 endless ammunition light crossbow, witchminder, caver's bolt
Armor and Defense stonewall, amulet of natural armor +4, cape of free will +4/+5, ring of protection +4, ring of regeneration, cap of the free thinker
Combat Gear belt of physical might +6 (Str, Con), boots of striding and springing, potion of cure light wounds (4), potion of cure moderate wounds (3), potion of cure serious wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10)
Other Gear handy haversack (bedroll, canteen, coffee pot, cold weather outfit, dwarven trail rations (30), hot weather outfit, mess kit, piton (10), pot (mithral), silk rope (100 ft.), soap), stone of good luck (luckstone), sustaining spoon, bandolier (potions), belt pouch (chalk (10), compass, flint and steel, marlinspike, mirror, twine (50')), belt pouch (alchemical tools), belt pouch (money), explorer's outfit
Coins 32 gp, 2 sp, 8 cp
Carrying Capacity L / M / H
Normal - 200 / 400 / 600 lbs.
Raging - 466 / 933 / 1400 lbs.
Encumberence
Light Load - 98.84 lbs.
Tracked Resources
+1 adamantine dagger - 0/1
+1 silversheen dagger - 0/1
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Dwarven trail rations - 0/30
Eater of Magic (1/rage) (Su) - 0/1
Holy water - 0/10
No Escape (1/rage) (Ex) - 0/1
Potion of cure light wounds - 0/4
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/5
Rage (46 rounds/day) (Ex) - 0/46
Restful (1/day) - 0/1
Sustaining spoon (4/day) - 0/4
Special Abilities
+1 Hit Point FCB (18) +1 Hit Point
Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Dispelling Blow Your critical hits can cut through spells.
Disruptive Gain the Disruptive feat while raging.
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Elder Dwarf Traditionalist dwarves of ancient lineage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Guarded Life (18 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Immunity to Bleed You are immune to bleed.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Resistant SR 5 + level
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (46 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Regeneration 1 Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sixth Sense +6 (Ex) +6 initiative and +6 AC during surprise rounds.
Skilled Rager (Spellcraft) Use selected skill while raging.
Spell Resistance (23) You have Spell Resistance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spellbreaker Gain the Spellbreaker feat while raging.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack. Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6. Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonewall +5 restful spell dodging adamantine agile breastplate
Sunder Enchantment (Su) While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD.
Superstition +10 (Ex) +10 save vs. magic while raging, but resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.
Witchminder +4 Cold Iron, Furious, Greater Distracting Dwarven Dorn-dergar
Offense
Speed 40 ft.
Melee +1 adamantine dagger +20/+15/+10/+5 (1d4+17/19-20) or
+1 silversheen dagger +20/+15/+10/+5 (1d4+17/19-20) or
witchminder +23/+18/+13/+8 (1d10+28)
Defense
AC 28, touch 13, flat-footed 27 (+11 armor, +4 deflection, +1 Dex, +4 natural, -2 untyped penalty (Rage))
HP 432 (18d12+216); regeneration 1
Fort +27, Ref +12, Will +15 (+4 vs. enchantments); +10 save vs. magic
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant
Offense
Speed 40 ft.
Melee +1 adamantine dagger +28/+23/+18/+13 (1d4+10/19-20) or
+1 silversheen dagger +28/+23/+18/+13 (1d4+10/19-20) or
witchminder +33/+28/+23/+18 (1d10+19)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)
Statistics
Str 29 +9, Dex 13 +1, Con 32 +11, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +27; CMD 40 (44 vs. bull rush, 44 vs. trip)
Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Climb +14; (Ranks:1, +3 class, +9 Str, -1 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +11; (Ranks:1, +3 class, +9 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon
Offense
Speed 40 ft.
Melee +1 adamantine dagger +23/+18/+13/+8 (1d4+20/19-20) or
+1 silversheen dagger +23/+18/+13/+8 (1d4+20/19-20) or
witchminder +28/+23/+18/+13 (1d10+34)
Fort +37, Ref +22, Will +22 (+4 vs. enchantments)
As a child, Ovarik was kidnapped by a cult of Drow diablerists. After many days of captivity and torture at their hands he was rescued, but the experience left an indelible mark. His hatred of elves and the arcane ate away at his mind. From that day on he trained to fight arcane spellcasters with all his might. His hatred of the dark elves overriding his society's hatred of goblinoids, he spent years hunting the Underdark in search of vile Drow Sorceresses (and Sorcerers).
In his travels he learned much of the ways of magic and how to fight it. He eventually traveled aboveground to continue his fight agains power hungry magicians. When he heard of the masked wizard, he trained to face him and end his rule, only to be passed up when the team was chosen. Now word has reached civilization that the first team failed in their attempt and have passed on. With a new team forming to take on the vile wizard in his time of weakness, Ovarik has come forward once again to do battle against these power hungry forces.
TheIronGiant6
|
Alright, it was REALLY difficult to pick, but I think I have decided. Keep in mind, I'm sure there will be people who will leave the group, and I have chosen backups for each role. I will contact you if one opens up. The roles are:
Frontline Damage, Frontline Support, Backline Damage, and Backline Support.
These terms are very vague, but each character fits into one of these. Here we go...
The Characters accepted are:
Let me know if anyone who was accepted can no longer play.
I am sorry to those who didn't make it, but as I said, if someone of a certain role leaves, I'll be sure to contact one of the people here first!
| Wilhaim Butcherson |
Here is Roycilo's wizard, Wilhaim Butcherson. He's mostly completed. Gotta buy some incidental consumables, and polish the spellbook. I'll be done late today, or early tomorrow. On that note, I won't go crazy with spells either; I plan to try to stay away from the really obscure spells. I hope that helps, GM.
| The Gnome |
There's a reason he has two healing Rage Powers! Sadly only usable once per day, but hopefully it can help keep him standing when the going get's tough.
I have his alias all set up here, now, safe a few things I should hammer out. Is it alright if I use a generic alias name like this? I'll change it to his name if you require it, but I'd like to have it generic for increased re-usability.
| Lady Sakuro |
Just spotted this, I was going to post a pull out post but no need now.
Sorry for wasting you time GM. I really found it hard to make 'just' a core PC at level 18 for this setting. Just could not get something I liked as a PC idea. I felt like playing. Header than I thought,
Also I'v been let in a Level 20 game that has some cool out of the box thinking, and getting my teeth into that.
Lets hope it gets under way ~:)
Good luck every one who got in and have fun.
TheIronGiant6
|
There's no discussion thread yet, though I did notice the gameplay thread. Are we all assuming to be traveling with each other?
Yeah, I was pretty tired last night and forgot to make one. Anyway, it is assumed you were just brought together by some ruling class member or group of members, and put on this task. If you'd like to roleplay meeting, we can do that too.
Just spotted this, I was going to post a pull out post but no need now.
Sorry for wasting you time GM. I really found it hard to make 'just' a core PC at level 18 for this setting. Just could not get something I liked as a PC idea.
I understand, and it's no problem. I'm just getting back into GMing from a health problem so although I was comfortable with high level characters, I don't know much about high level classes that aren't core, and would have a tough time building around them. Thank you for applying all the same, however!