The Tomb of Abysthor

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AdamWarnock wrote:

You sure about that, GM? I've got it as

10 (0)
9 (-1)
9 (-1)
9 (-1)
13 (+1)
16 (+3)

Which is a +1 modifier total. I though it had to have a +3 total to be too high.

I've got a tweak to make my character and I'll get my submission up. Hope I'll give you plenty of ideas with the background.

We're starting off in Bard's Gate, right? Do the PCs know each other at the start?

Yeah, you're right. Total brainfart on my part. Rednal, you can reroll the first set. I don't know how I made that add up to +3 in my head.

I'd start you off at the entrance to the valley, having travelled there together.


Submitting Golem, the Temple Guardian of Muir

Crunch:

Name Golem
Race Wyrwood
* Darkvision and Lowlight Vision
* Wartitan (medium rather than small, 20ft movement)
* Swimmer (20ft swim speed)
* No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
* Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
* Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
* A construct cannot be raised or resurrected.
* A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
* Constructs do not breathe, eat, or sleep.

Stats
Str (17) Dex (16) Con (x) Int (15) Wis (14) Cha (10) HP (39)

Saves
* Fort (+3, but Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
* Reflex (+4)
* Will (+5, but Immunity to all mind-affecting effects. IE: charms, compulsions, morale effects, patterns, and phantasms)

Class
Warpriest of Muir

Fervor
* At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
* An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
* A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
* As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Blessings
* Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
* Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
* War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Lvl 0 Spells
* Mending (heals 1d4 hit points per cast)
* Detect Magic
* Read Magic
* Create Water

Lvl 1 Spells
* 3x divine favor (+2 hit and +2 dmg for 1 minute)

Traits
* Fate's Favored (+1 all luck saves)
* Deft Dodger (+1 reflex saves)

Feats
* Raptor Scale Tribal Scars (+6 HP, +5ft movement speed, +2 acrobatics)
* Weapon Focus (Falchion)

Skills
* Intimidate: 2 skill points (+5)
* Diplomacy: 2 skill points (+5)
* Knowledge Religion: 2 skill points (+7)
* Survival: 2 skill points (+7)

Background Skills
* Knowledge Engineering: 2 skill points (+7)
* Craft-Woodwork: 2 skill points (+7)

Equipment
* Masterwork Flachion
* Masterwork Breastplate with Armored Kilt
* Holy Symbol Tattoo
* 155 gold

Background:

Golem, for that is the only name given to him, was created by the Raptor Scale Tribe. Devout followers of Muir, they lived a nomadic lifestyle, only carrying with them a wooden shrine to their goddess. Golem was created by their most powerful priest as a guardian for the shrine to their goddess.

When the tribe itself was destroyed by war and plague, all that was left was the shrine to Muir. Left alone in the wilderness, Golem kept silent watch over it. And he would have continued to do so for eternity, if not for divine revelation. Suddenly, and without warning, the Golem moved for the first time in decades. Inexplicably it began walking towards the Valley of Shrines...

Golem is shaped like a man, only made out of wood. On its form is a breastplate, and in its hand is a large falchion. Both were prized possessions of its tribe, given to it as a form of worship to Muir. The wyrwood construct is also covered in tattoos, both which are prayers to Muir, and on it's "face" is the carved features of the goddess.

Golem possesses little in the way of personality. Rather, it has been infused with divine power to show truth, courage and honor. It can speak, after a fashion, and can even carry out a conversation. But it lacks the ability to truly think in the way that a man might. It was created for a purpose, and that will never change.


Interesting... I have a few ideas, so maybe the dice will give some direction:

Set #1:

Str: 4d6 ⇒ (5, 5, 5, 4) = 19 15
Dex: 4d6 ⇒ (2, 1, 5, 2) = 10 9
Con: 4d6 ⇒ (3, 2, 6, 3) = 14 12
Int: 4d6 ⇒ (4, 1, 1, 6) = 12 11
Wis: 4d6 ⇒ (2, 3, 1, 1) = 7 6
Cha: 4d6 ⇒ (6, 4, 4, 3) = 17 14
Total Modifier: +2-1+1+1-2+2 = +3 exactly! and with exactly one 15!

Set #2:

Str: 4d6 ⇒ (5, 6, 6, 1) = 18 17
Dex: 4d6 ⇒ (6, 1, 4, 6) = 17 16
Con: 4d6 ⇒ (6, 3, 3, 6) = 18 15
Int: 4d6 ⇒ (6, 3, 5, 6) = 20 17
Wis: 4d6 ⇒ (5, 3, 3, 1) = 12 11
Cha: 4d6 ⇒ (2, 6, 1, 5) = 14 13
Total Modifier: pretty darn good!

Hot and cold - sounds about right. I might still re-order the rolls, but now I have something to stew on.


How long is the submission window open?


1 person marked this as a favorite.

Until midnight GMT of monday the 18th.


Dot. I'll have a submission soon.


Howdy, just dotting in for now.

Stats:

Stat: 4d6 - 2 ⇒ (3, 5, 6, 2) - 2 = 14
Stat: 4d6 - 3 ⇒ (6, 3, 5, 3) - 3 = 14
Stat: 4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
Stat: 4d6 - 1 ⇒ (1, 6, 1, 5) - 1 = 12
Stat: 4d6 - 4 ⇒ (4, 6, 5, 4) - 4 = 15
Stat: 4d6 - 2 ⇒ (2, 6, 5, 3) - 2 = 14

Stat: 4d6 - 2 ⇒ (2, 6, 4, 4) - 2 = 14
Stat: 4d6 - 2 ⇒ (2, 4, 4, 2) - 2 = 10
Stat: 4d6 - 3 ⇒ (4, 3, 6, 4) - 3 = 14
Stat: 4d6 - 1 ⇒ (5, 5, 5, 1) - 1 = 15
Stat: 4d6 - 1 ⇒ (6, 5, 1, 5) - 1 = 16
Stat: 4d6 - 1 ⇒ (6, 1, 2, 6) - 1 = 14


Set One Reroll
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (6, 2, 3, 6) = 17 = 15
4d6 ⇒ (5, 2, 5, 5) = 17 = 15
4d6 ⇒ (6, 1, 4, 2) = 13 = 12
4d6 ⇒ (2, 3, 6, 6) = 17 = 15
4d6 ⇒ (5, 4, 2, 6) = 17 = 15

...

Well, that IS better. XD I suppose I'll go tweak Rhiannon with it, although the biggest difference is probably having a bit more carrying capacity.


So I'm brand new to all of this but want to get involved. Forgive me if something isn't quite right.

Stats:

(5, 5, 5, 4:∧3) = 15
(3, 5, 1, 6:∧3) = 14
(3, 6, 3, 2:∧3) = 12
(5, 1, 5, 1:∧3) = 11
(2, 2, 2, 6:∧3) = 10
(1, 2, 3, 3:∧3) = 8

(5, 2, 5, 6:∧3) = 16
(3, 1, 5, 6:∧3) = 14
(6, 2, 1, 5:∧3) = 13
(4, 3, 4, 4:∧3) = 12
(6, 3, 3, 1:∧3) = 12
(5, 2, 4, 2:∧3) = 11


Rednal wrote:

Well, either way, I'm rolling with the second set for now. XD Might reroll again if permitted just to check it out - but for the moment, here's a draft of my character. I've been itching to play something elemental, and a miner/stoneworker seemed appropriate for a game with a decent amount of underground stuff.

** spoiler omitted **...

I love that pic....


Arianna Moonwood's Stats:

Arianna Moonwood
Female agathion-blooded aasimar (idyllkin) ranger 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 23 (2d10+6)
Fort +5, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +5 (1d4+3/19-20) or
. . cestus +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . gladius +5 (1d6+3/19-20) or
. . handaxe +5 (1d6+3/×3) or
. . longsword +5 (1d8+3/19-20) or
. . quarterstaff +5 (1d6+4) or
. . unarmed strike +5 (1d3+3 nonlethal)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks combat style (two-weapon combat), favored enemy (undead +2)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Point-Blank Shot, Two-weapon Fighting
Traits reckless, talented
Skills Acrobatics +8, Climb +7, Craft (bows) +7, Craft (clothing) +7, Craft (leather) +7, Handle Animal +10, Heal +7, Knowledge (nature) +5, Linguistics +2, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (trapper) +7, Stealth +8, Survival +9, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ track +1, wild empathy
Other Gear mwk studded leather, arrows (20), cestus[APG], cestus[APG], dagger (4), gladius[UC], handaxe, longsword, mwk composite longbow (+1 Str), quarterstaff, backpack, bedroll, belt pouch, box of fishing tackle (2 lb), cutting board, wooden (2 lb), explorer's outfit (2), fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork bowyer tools, masterwork leatherworking tools, masterwork tailoring tools, mess kit[UE], pot, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), twine (50')[APG] (2), waterskin (3), winter blanket, blue quartz (worth 15 gp) (2), gold nuggets (worth 4.5 gp), rose quartz (worth 35 gp), 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

For GM Convenience, Brianna Moonwood's stats and animal companion:

Brianna Moonwood
Female agathion-blooded aasimar (idyllkin) druid 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2d8+4)
Fort +5, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+3 nonlethal)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds (2), shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +1; CMB +4; CMD 17
Feats Celestial Servant[ARG]
Traits reckless, talented
Skills Acrobatics +4, Climb +7, Craft (bows) +5, Craft (clothing) +5, Craft (woodworking) +5, Handle Animal +10, Heal +8, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (tanner) +7, Spellcraft +5, Stealth +4, Survival +11, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (celestial owl named Shadowwind), nature sense, wild empathy, woodland stride
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Shadowwind
Celestial owl (Pathfinder RPG Bestiary)
N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +3
Resist acid 5, cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee unarmed strike +3 (1d2 nonlethal) or
. . bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Acrobatic, Dodge
Tricks Attack, Come, Deliver, Down, Fetch, Fighting, Get Help, Stay
Skills Acrobatics +4 (-4 to jump), Fly +10, Perception +7
SQ come, deliver, fetch, fighting, get help
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver [Trick] Delivers item to indicated point or person.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.


Rough Background:

Arianna and Brianna were found among the wreckage of a small caravan just outside the Grove of the Moon. Miraculously, the twin babes had survived the attack that had slain their parents. The druids of the grove cared for them until they were old enough to fend for themselves. While Brianna took up the mantle of a nature priestess, Arianna took up the mantle of her guardian. Over the years, however, undead began to more and more frequently invade the small copse of trees about a half-day's journey from the Grove of the Moon they called home, and Arianna became quite skilled in dispatching the zombies and skeletons that wandered in.

A few weeks ago, Arianna returned from a hunt to find the grove aflame. She had no means of putting it out, but a druid arrived just as she was beginning to try anyway. As he snuffed the flames, she found the tracks of the attackers and followed them, only to see them carrying her sister and her companion, Shadowwind, into the entrance of a long abandoned tomb. The druids would not aid her, so she took her meager riches and went to find help on her own and found the party.

I am not at all happy with the quality of the background at the moment, but it at least lays the barebones out.


4d6 ⇒ (2, 2, 2, 1) = 7
4d6 ⇒ (4, 4, 2, 1) = 11
4d6 ⇒ (4, 4, 6, 2) = 16
4d6 ⇒ (1, 4, 4, 3) = 12
4d6 ⇒ (4, 5, 6, 6) = 21
4d6 ⇒ (4, 2, 2, 5) = 13

4d6 ⇒ (2, 6, 5, 4) = 17
4d6 ⇒ (1, 3, 5, 4) = 13
4d6 ⇒ (2, 3, 5, 1) = 11
4d6 ⇒ (4, 1, 4, 3) = 12
4d6 ⇒ (6, 5, 1, 3) = 15
4d6 ⇒ (5, 2, 5, 1) = 13


4d6 ⇒ (5, 2, 5, 3) = 15 = 13
4d6 ⇒ (5, 4, 4, 3) = 16 = 13
4d6 ⇒ (2, 2, 2, 4) = 10 = 8
4d6 ⇒ (2, 2, 6, 4) = 14 = 12
4d6 ⇒ (4, 6, 4, 3) = 17 = 14
4d6 ⇒ (3, 6, 4, 3) = 16 = 13

Total bonus, set 1 = +5, but no 15. Rerolling.

4d6 ⇒ (1, 5, 2, 2) = 10 = 8
4d6 ⇒ (3, 3, 2, 2) = 10 = 8
4d6 ⇒ (1, 6, 4, 5) = 16 = 15
4d6 ⇒ (4, 5, 3, 2) = 14 = 12
4d6 ⇒ (5, 2, 6, 2) = 15 = 13
4d6 ⇒ (4, 1, 1, 2) = 8 = 7

Total bonus, set 2 = +0. Rerolling.

4d6 ⇒ (1, 4, 2, 5) = 12 = 11
4d6 ⇒ (1, 5, 6, 3) = 15 = 14
4d6 ⇒ (6, 1, 6, 6) = 19 = 18
4d6 ⇒ (5, 1, 1, 1) = 8 = 7
4d6 ⇒ (1, 2, 2, 2) = 7 = 6
4d6 ⇒ (2, 6, 6, 1) = 15 = 14

Total bonus, reroll set 1 = +5, and an 18.

Looks like I'm using set 3. This should be interesting.


Name to be decided
Aasimar cleric Herald caller of sarenrea.


Question... was thinking of a knife-master rogue build. Looking at Unchained Rogue, I see that Knife Master doesn't translate 1 to 1, because it has a feature (Blade Sense) that replaces Trap Sense, which the Unchained Rogue doesn't have. Ruling here? If I want to be a knife master, can I ignore replacing Trap Sense since it doesn't exist, or do I need to play a core rogue?

Thanks!


Let the dice decide
Alternative Physical Features: 1d100 ⇒ 55
Homeland: 1d100 ⇒ 61
Human Parents: 1d100 ⇒ 46
Human Siblings: 1d100 ⇒ 61
Circumstance of Birth: 1d100 ⇒ 47
Parents' Profession: 1d100 ⇒ 90
Major Childhood Event: 1d100 ⇒ 82
Adolescence And Training
Cleric Backgrounds: 1d100 ⇒ 90
Influential Associates: 1d100 ⇒ 61


Hi Red, Chess here with my submission for the game :)


Oniwaban wrote:

Question... was thinking of a knife-master rogue build. Looking at Unchained Rogue, I see that Knife Master doesn't translate 1 to 1, because it has a feature (Blade Sense) that replaces Trap Sense, which the Unchained Rogue doesn't have. Ruling here? If I want to be a knife master, can I ignore replacing Trap Sense since it doesn't exist, or do I need to play a core rogue?

Thanks!

The URogue's Danger Sense is Trap Sense for the purpose of Archetype replacement. :)


4d6b3x2:
4d6 ⇒ (3, 4, 4, 6) = 17 14
4d6 ⇒ (5, 4, 5, 5) = 19 15
4d6 ⇒ (2, 5, 1, 5) = 13 12
4d6 ⇒ (6, 4, 5, 3) = 18 15
4d6 ⇒ (5, 6, 2, 4) = 17 15
4d6 ⇒ (1, 2, 5, 3) = 11 10

4d6 ⇒ (2, 1, 5, 3) = 11 10
4d6 ⇒ (5, 5, 3, 1) = 14 13
4d6 ⇒ (2, 6, 2, 5) = 15 13
4d6 ⇒ (4, 5, 4, 6) = 19 15
4d6 ⇒ (2, 1, 4, 1) = 8 7
4d6 ⇒ (6, 3, 4, 3) = 16 13

Hrm. Maybe an old style Fight/Mage or Fight/Mage/Thief is in order.


Arknight wrote:
Oniwaban wrote:

Question... was thinking of a knife-master rogue build. Looking at Unchained Rogue, I see that Knife Master doesn't translate 1 to 1, because it has a feature (Blade Sense) that replaces Trap Sense, which the Unchained Rogue doesn't have. Ruling here? If I want to be a knife master, can I ignore replacing Trap Sense since it doesn't exist, or do I need to play a core rogue?

Thanks!

The URogue's Danger Sense is Trap Sense for the purpose of Archetype replacement. :)

Ah, thank you! I didn't know that.


I have this idea bouncing around in my head for a torch-juggling character. We shall see if I can make any sense of it mechanically.

Dice Rolls:
Set 1
4d6 ⇒ (5, 4, 4, 4) = 17 (13)
4d6 ⇒ (5, 1, 5, 4) = 15 (14)
4d6 ⇒ (3, 3, 5, 5) = 16 (13)
4d6 ⇒ (1, 5, 2, 3) = 11 (10)
4d6 ⇒ (4, 4, 6, 6) = 20 (16)
4d6 ⇒ (1, 3, 5, 4) = 13 (12)

Set 2
4d6 ⇒ (4, 3, 6, 3) = 16 (13)
4d6 ⇒ (3, 1, 6, 6) = 16 (15)
4d6 ⇒ (4, 5, 2, 4) = 15 (13)
4d6 ⇒ (6, 4, 4, 3) = 17 (14)
4d6 ⇒ (1, 6, 6, 3) = 16 (15)
4d6 ⇒ (2, 2, 3, 2) = 9 (07)


Arknight wrote:
Oniwaban wrote:

Question... was thinking of a knife-master rogue build. Looking at Unchained Rogue, I see that Knife Master doesn't translate 1 to 1, because it has a feature (Blade Sense) that replaces Trap Sense, which the Unchained Rogue doesn't have. Ruling here? If I want to be a knife master, can I ignore replacing Trap Sense since it doesn't exist, or do I need to play a core rogue?

Thanks!

The URogue's Danger Sense is Trap Sense for the purpose of Archetype replacement. :)

Just so.


Ok working on my character. Was wondering two things. Using the race faen from the book Heroes of the jade path It is a 10 point race. Also as I wanted to go ninja, there is also an unclaimed ninja out there. Just uses unchained rogue stuff where it overlaps the ninja abilities. Like sneak attack and such


Arianna's Stats:

Arianna Moonwood
Female agathion-blooded aasimar (idyllkin) ranger 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 23 (2d10+6)
Fort +5, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +5 (1d4+3/19-20) or
. . cestus +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . gladius +5 (1d6+3/19-20) or
. . handaxe +5 (1d6+3/×3) or
. . longsword +5 (1d8+3/19-20) or
. . quarterstaff +5 (1d6+4) or
. . unarmed strike +5 (1d3+3 nonlethal)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks combat style (two-weapon combat), favored enemy (undead +2)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Point-Blank Shot, Two-weapon Fighting
Traits reckless, talented
Skills Acrobatics +8, Climb +7, Craft (bows) +7, Craft (clothing) +7, Craft (leather) +7, Handle Animal +10, Heal +7, Knowledge (nature) +5, Linguistics +2, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (trapper) +7, Stealth +8, Survival +9, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ track +1, wild empathy
Other Gear mwk studded leather, arrows (20), cestus[APG], cestus[APG], dagger (4), gladius[UC], handaxe, longsword, mwk composite longbow (+1 Str), quarterstaff, backpack, bedroll, belt pouch, box of fishing tackle (2 lb), cutting board, wooden (2 lb), explorer's outfit (2), fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork bowyer tools, masterwork leatherworking tools, masterwork tailoring tools, mess kit[UE], pot, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), twine (50')[APG] (2), waterskin (3), winter blanket, blue quartz (worth 15 gp) (2), gold nuggets (worth 4.5 gp), rose quartz (worth 35 gp), 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

For GM Convenience, Brianna's and Shadowwind's Stats:

Brianna Moonwood
Female agathion-blooded aasimar (idyllkin) druid 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2d8+4)
Fort +5, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+3 nonlethal)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds (2), shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +1; CMB +4; CMD 17
Feats Celestial Servant[ARG]
Traits reckless, talented
Skills Acrobatics +4, Climb +7, Craft (bows) +5, Craft (clothing) +5, Craft (woodworking) +5, Handle Animal +10, Heal +8, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (tanner) +7, Spellcraft +5, Stealth +4, Survival +11, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (celestial owl named Shadowwind), nature sense, wild empathy, woodland stride
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Shadowwind
Celestial owl (Pathfinder RPG Bestiary)
N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +3
Resist acid 5, cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee unarmed strike +3 (1d2 nonlethal) or
. . bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Acrobatic, Dodge
Tricks Attack, Come, Deliver, Down, Fetch, Fighting, Get Help, Stay
Skills Acrobatics +4 (-4 to jump), Fly +10, Perception +7
SQ come, deliver, fetch, fighting, get help
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver [Trick] Delivers item to indicated point or person.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.


Background (Cliffnotes version):

Arianna and Brianna were found among the wreckage of a small caravan just outside the Grove of the Moon. Miraculously, the twin babes had survived the attack that had slain their parents. The druids of the grove cared for them until they were old enough to fend for themselves. While Brianna took up the mantle of a nature priestess, Arianna took up the mantle of her guardian. The two of them eked out a living in a small copse of oaks roughly a half-day's walk from the Grove of the Moon. Because they were self sufficient, and whatever they couldn't make could be trade for from the other druids and rangers in the area, they never had reason to venture to the surrounding villages or Bard's Gate. Travelers through the area sometimes mentioned seeing two young women with the features of wolves, but most of these tales were passed off as just yarns brought on by too much ale.

Life was peaceful for the two sisters. Though they lived under the shadow of the abandoned shrines, they still thrived in their small slice of the valley. Over the years, however, undead began to more and more frequently invade the area around their small copse of trees, and Arianna became quite skilled in dispatching the zombies and skeletons that wandered in. Many of the small animals took shelter in the cospe, knowing that the twins would help protect them from the unnatural abominations. Arianna and Brianna told the other druids of the problem, but they had all they could handle defending the other parts of the forest from the invaders. To make matters worse, Arianna was forced to roam further and further to find game to hunt for food.

A few weeks ago, Arianna returned from one such hunt to find the cospe nothing more than ash. She searched for any survivors and her sister, only to find the tracks of the attackers instead. She followed them and saw a small horde of undead carrying her sister and her companion, Shadowwind, into the entrance of a long abandoned tomb. She left to get help to rescue her sister, but the druids would not aid her. She took her meager riches and began to make her way to Bard's Gate to hire the help she needed and as she left the valley, she found a group heading for the very shrines she saw her sister disappear into.


Personality:

Arianna is kind, shy around people, and very naive. She has little knowledge of the world beyond the range she hunted. She's also pragmatic and capable of astounding insight. She'd rather not fight people or animals, but will gladly destroy undead left and right.

Appearance:

Arianna and Brianna both had white hair, fair skin, and golden eyes. Their ears are those of a wolf and are an amazingly good indicator of their mood. They both have pronounced canines and fluffy, white tails as well. Their clothes are obviously homemade and tend to be of simple, sturdy construction in browns and greens.


Character Updated with Background, 2 pictures and appearance


Edward Sobel wrote:
Ok working on my character. Was wondering two things. Using the race faen from the book Heroes of the jade path It is a 10 point race. Also as I wanted to go ninja, there is also an unclaimed ninja out there. Just uses unchained rogue stuff where it overlaps the ninja abilities. Like sneak attack and such

No third party stuff, either on the ninja or the race.


Is anyone else suddenly unable to view comments in gameplay and discussion threads?


I was unable to see a Discussion thread earlier, and I can't see either of those subforums at the moment. I think the site is glitching a bit - best to just wait for it to settle down.


Yes, that is happening for me, too.


Work is in progress on an energetic archaeologist bard, since all dungeon-going parties need a good scout (not that I have much experience in that role as a player...)...

Question, Red DM of Doom: The archaeologist bard, despite having access to uncanny dodge, trap sense, and other roguish goodies, does not gain Disable Device as a class skill. Would you allow me to take the trap finder trait from the Mummy's Mask adventure path to fill this gap?


Hmm. I suppose yes.


Red DM of Doom wrote:
Edward Sobel wrote:
Ok working on my character. Was wondering two things. Using the race faen from the book Heroes of the jade path It is a 10 point race. Also as I wanted to go ninja, there is also an unclaimed ninja out there. Just uses unchained rogue stuff where it overlaps the ninja abilities. Like sneak attack and such
No third party stuff, either on the ninja or the race.

bummer. I guess no custom races either. looks like back to the drawing board for me to figure this out then.


Applicants so far:
Arianna Moonwood agathion-blooded aasimar ranger 2
Golem Wyrwood warpriest of Myr 2
Keshokkar wyvarran Bloodrager2
Lier Drow magus (kensai) 2
Rhiannon human geokineticist 2
Lorien Aasimar Cleric (herald caller) 2
I just noticed I forgot we roll the 2nd dice
HP: 1d8 ⇒ 6


Thanks for the table!


Set 1
b3: 4d6 ⇒ (5, 6, 2, 1) = 1413
b3: 4d6 ⇒ (5, 3, 4, 5) = 1714
b3: 4d6 ⇒ (6, 2, 3, 2) = 1311
b3: 4d6 ⇒ (5, 6, 4, 1) = 1615
b3: 4d6 ⇒ (5, 2, 3, 4) = 1412
b3: 4d6 ⇒ (3, 6, 4, 1) = 1413

Set 2
b3: 4d6 ⇒ (1, 1, 4, 5) = 1110
b3: 4d6 ⇒ (2, 5, 6, 3) = 1614
b3: 4d6 ⇒ (2, 5, 6, 1) = 1413
b3: 4d6 ⇒ (3, 4, 4, 4) = 1512
b3: 4d6 ⇒ (4, 1, 1, 1) = 76
b3: 4d6 ⇒ (4, 6, 3, 3) = 1613


You can reroll the second set for free, per the rules in the OP.


My submission was left outside the list...


Rest assured, I haven't forgotten you.


Set 2 reroll
b3: 4d6 ⇒ (3, 2, 5, 6) = 1614
b3: 4d6 ⇒ (1, 3, 6, 3) = 1312
b3: 4d6 ⇒ (6, 2, 5, 5) = 1816
b3: 4d6 ⇒ (2, 4, 2, 4) = 1210
b3: 4d6 ⇒ (6, 5, 5, 5) = 2116
b3: 4d6 ⇒ (1, 4, 3, 4) = 1211


Still working on an alchemist. If I take the Grenadier archetype, am I able to take brew potion as a feat? Alternatively, do I get a reduction in cost for any potions I create before we start?


Applicants so far: (Corrected)
Aramant Drakkuskail Tiefling Iorian Paladin 2
Arianna Moonwood agathion-blooded aasimar ranger 2
Golem Wyrwood warpriest of Myr 2
Keshokkar wyvarran Bloodrager2
Lier Drow magus (kensai) 2
Rhiannon human geokineticist 2
Lorien Aasimar Cleric (herald caller) 2


Damn... It is simply impossible to say no to a Slumbering Tsar game :D

That being said, I think I am going to throw an Arcane Trickster at it - I know it is now a fully 'optimized' option to be tackling such a hardcore game, but I think intel may tip the balance in the favor of the players ;)

Plan is playing a Tiefling, starting with one level of Unchained Rogue + one level of Wizard.

Now on to the rolls...

4d6 ⇒ (2, 2, 4, 4) = 12 =10
4d6 ⇒ (6, 1, 6, 1) = 14 =13
4d6 ⇒ (2, 4, 1, 5) = 12 =11
4d6 ⇒ (4, 1, 6, 4) = 15 =14
4d6 ⇒ (3, 2, 3, 2) = 10 =8
4d6 ⇒ (4, 4, 5, 2) = 15 =13

(+4 modifier does not qualify for a reroll, but it does not contain at least a 15, so... Rerolling:)

4d6 ⇒ (1, 1, 2, 3) = 7 =6
4d6 ⇒ (3, 5, 3, 6) = 17 =14
4d6 ⇒ (1, 2, 2, 2) = 7 =6
4d6 ⇒ (6, 2, 1, 1) = 10 =9
4d6 ⇒ (2, 4, 2, 3) = 11 =9
4d6 ⇒ (3, 5, 1, 6) = 15 =14

(Eeeesh... Again +4 but not at least a 15 so, reroll:)

4d6 ⇒ (2, 6, 1, 4) = 13 =12
4d6 ⇒ (5, 5, 4, 3) = 17 =14
4d6 ⇒ (3, 5, 2, 4) = 14 =12
4d6 ⇒ (5, 3, 4, 4) = 16 =13
4d6 ⇒ (6, 4, 5, 6) = 21 =17
4d6 ⇒ (5, 5, 4, 3) = 17 =14

Ok, set 1 is done and very decent. On for set 2.

4d6 ⇒ (3, 3, 3, 2) = 11 =9
4d6 ⇒ (6, 4, 6, 1) = 17 =16
4d6 ⇒ (4, 4, 3, 5) = 16 =13
4d6 ⇒ (5, 2, 5, 4) = 16 =14
4d6 ⇒ (1, 4, 2, 1) = 8 =7
4d6 ⇒ (4, 3, 2, 6) = 15 =13

I think I am taking set 1, running with it, and risking nothing - it is VERY good: 17, 14, 14, 13, 12, 12.

I'll start cracking on my character.


Quick question DM of Doom - will you allow Hellcat Stealth later on?


Albion, The Eye wrote:
Quick question DM of Doom - will you allow Hellcat Stealth later on?

Yes.


Are guns allowed and if yes what level?


Yokaiboy wrote:
Are guns allowed and if yes what level?

They don't fit the tone of the adventure at all.

If you insist though, emerging guns.


I am sorry, having trouble finalizing my concept. just cannot seem to get the feel for what I want.

I think I will be dropping this one


hp: 1d6 ⇒ 5
A gravewalker witch that is the hangman's daughter from bards gate, ready tomorrow.


HP: 1d8 ⇒ 3
HP Reroll: 1d8 ⇒ 3

Not sure if you've already closed recruitment or not, but here is my application for Zatinya, an Ifrit juggler who heads into the tombs in search of her lost father, an Ifrit paladin of Muir and Thyr. To Zatinya, it makes no sense that a good man would abandon his daughter for the sake of such a mission, so she explores the Tomb of Abysthor to seek out the reasons. More details in her profile.

Mechanically, Zatinya is a juggler bard who fights with improvised torches. The single-level dip in Monk of the Empty Hand is so that Zatinya can access the Throw Anything feat and Flurry of Blows with the torches. The remaining archetypes are also directed to this fire theme--Monk of the Four Winds gives her Elemental Fist in the rare event she wants to punch something with fire. Flame Dancer gives the bard growing abilities to control fire.


AGamer70 wrote:
Still working on an alchemist. If I take the Grenadier archetype, am I able to take brew potion as a feat? Alternatively, do I get a reduction in cost for any potions I create before we start?

GM - reposting in case you missed my questions.

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