StFrancisss |
I present Phoenix House. The Swashbuckler 1/Investigator 2 (alchemist/rogue hybrid). He walks around with a barely noticeable limp, using his rapier to strut around the place, occasionally drinking a few things from his personal stash that he refuses to share with others.
He's got a keen eye for traps and a keen edge for monsters! (Well he'd like a keen edge at least...)
He does use a feat from Advanced Class Guide Origins (fencing grace), but it was created specifically to fix a mistake in the ACG.
Will add a few more spells...er formulae... prior to descending into the dungeon.
The Goblin |
Well, I have never abandoned a game.
Some of the games I was involved in made it to 5k posts my two longest running games died when the DMs got into major RL issues.
I tend to like games where the pace of posting is strong and I like a lot of interaction between characters.
I have been playing role playing games since the 1980s and actually gamed with Dave Arneston, the creator of our alignment system still in use today, I was a kid then.
My drawback is, I have so many editions in my head that I put more on role playing than the rules driven tactics side of Paizo, so I might chose to shoot at a target with my bow that has a -8 penalty to hit than -6, because that is what my character would do. Yes I actually got razzed on for that in another game.
I have RL outdoors experience so I like playing Rangers. I also like Rogues. I recently played two low level wizards because the parties I joined needed a wizard or sorcerer. I have a paladin I like quite a bit.
I guess I am pretty old school when it comes to my race combos and classes, ummmm. Let's see, last uber dungeons I have died in were the Temple of Elemental Evil and I think I got killed. In the first encounter of the Dungeon of Undermountain in Forgotten Realms :).
I was thinking some kind of a desert themed character for this adventure as I loved the Mummy move that came out around 1999 was it?
What else would you guys like to know?
brvheart |
I am pretty old school myself having been playing since 1980 and a former designer for Judges Guild. RA is very old school which confuses a lot of the players as some of it just does not fit into Pathfinder rules as it is how it was done back in 1976 when Bill and Clark started designing it. Bill still only runs OD&D games himself. Not sure were my players are, but it is Sunday and things tend to get slow on the weekends.
If you are looking desert themed, you might want to look at Dunes of Desolation, a FGG product designed for their campaigns.
The Goblin |
.
I looks like you are magic heavy. Maybe a ranged character? Or is the dungeon a close in underground type setting? I see you have one tank, do you need another front line character?
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only. Middle eastern races and weapons are ok
C) Classes are Core Only with some noncore on a case by case basis. Swashbuckler and Warpriest yes, Summoner and Witch no. I am willing to discuss others. I am not familiar enough with Unchained to use it as of yet.
D) Sources: Core Rules, Advanced Players Guide, ACG, Ultimate Combat and Ultimate Magic on DM approval on a case by case basis only.
Dunes of Desolation
Glades of Death
Dead Man's Chest
Into The Breach
A Brace of Pistols
Book of Lost Spells
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Dispel Magic is limited to +10 to the die roll. If you want higher than that, cast greater dispel.
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
Aggrammar Deepdelver |
Hi Goblin, brvheart has got it right - this weekend has been crazy busy for me, my kids going into a 1000 birthday parties, and we having a couple of family appointments, so there you have it.
You are coming on board basically after our Paladin left - I do think we have casting and ranged covered. Sorek can play a decent frontliner, but I think we could use another, able to eat and deal punishment in tandem with Sorek.
Nuala is currently our ranged character - I'm not 100% sure where she is planning to take her character, but I think her main focus will be archery combat, so that role is somewhat covered between her, and our wizard Almon. Another one would be overkill.
I'm the group's divine caster (Evangelist of Tyr) - I should be able to assist with melee if I get to chance to buff some, but currently my main role is buffing the group, and I will start throwing summons around in a few, MUAHAHAHAHAHAH!!!
I really do not want to push you into any particular corner (the game is definitely not about having to play this or that class), so throw some ideas at us instead :D
Sorek |
Hi Goblin..things tend to be slow on the weekends here.
As Aggrammar said we did lose a Paladin frontliner, not saying that's the only way to go here.
I believe Nuala is going Arcane archer/Eldritch Knight. So it looks like between her and our Wizard Almon arcane and ranged is covered.
"I like playing Rangers"
"I also have a Paladin I like quite a bit"
This is any easy one for me. We lost our Paladin and RA is a dungeon crawl rather than outdoor exploration. I like a Holy warrior Pally for RA much more than a ranger.
I can easily say yes to a Pally but I'm with Aggrammar on this. You've looked at our characters and we do have all our bases covered more or less. Give us an idea or two of what you think would complement our group and that you will enjoy playing.
Sorek |
I'm a big fan of Ragathiel Pallys. . Oath of Vengeance makes so much sense for them
Pally is fine with me. Everyone else will probably check in early tomorrow and they can give their 2 cents.
I think I'm the only one who checks in on the thread multiple times a day from my phone. I may have a problem.
Almon Elros |
I can't really say that I had a first DM... I guess my dad. He did only solo game of AD&D with me to teach me (I found his old books and wanted to learn @ age 7).
I taught my friends from there, but to make a long story short...
When I was the "first DM", I just summoned a swarm of meteors (Got the idea playing Fantasy Empires based off of D&D). Again, I was only 7, so I was not the greatest DM back then.
@Saladin/Gobin- I think the paladin is a good choice. Not sure what brvheart will say on WBL, but I am sure you can start working up the crunch.
Myrick of Muir |
For review of the group. I still need to review Frog God Games gods.
Saladin Ibn Ragathiel
Human paladin 4
LG Medium humanoid (human)
Init +2; Senses Perception +2
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 43 (4d10+12)
Fort +9, Ref +6, Will +9
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +7 (1d10+3/19-20) or
cestus +6 (1d4+2/19-20)
Special Attacks channel positive energy 2/day (DC 15, 2d6), smite evil 2/day (+3 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +7)
At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +4)
1st—veil of heaven[ARG] (DC 14)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 14, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Exotic Weapon Proficiency (bastard sword), Power Attack, Quick Draw
Traits armor expert, sacred touch
Skills Acrobatics +2 (-2 to jump), Climb +3, Diplomacy +7, Disable Device +1, Handle Animal +7, Heal +8, Knowledge (nobility) +4, Knowledge (religion) +4, Ride +4, Sense Motive +6, Spellcraft +4
Languages Common, Draconic
SQ lay on hands 5/day (2d6), mercy (sickened)
Combat Gear potion of cure light wounds, alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), caltrops, healer's kit, smelling salts[APG], soothe syrup[APG] (2); Other Gear +1 agile breastplate[APG], +1 spiked heavy paueliel quick draw and throwing shield, +1 bastard sword, cestus[APG], muleback cords[APG], bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), ink, black (2), inkpen (2), journal[UE] (2), measuring cord (10 ft.) (2), mess kit[UE], mirror, paper (10), piton (10), pot, powder[APG] (2), scroll case, soap, thieves' tools, torch (10), trail rations (5), waterskin, wire saw, adamantine[UE], 87 gp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Paladin Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
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 Inc.®, and are used under license.
Sorek |
Go to Oath of Vengeance.
Hey Goblin any thoughts on adding the Oath of Vengeance archetype? At 11th lvl you'll be able to smite and share the smite ability with everyone within 10ft. At a cost of one smite instead of 2. and be able to convert LOH into smite, so you'll be able to smite every encounter. And this is RA so the majority of opponents will likely be undead and evil outsiders (double smite damage). With this archetype and Lars and Sorek to either side of you, we should be able to mow through the demons and undead.
If it doesn't mesh with your character concept don't worry about it.
Sorek |
channel energy is a poor use of pallys loh. much better to use loh and mercies.
so losing channels at the cost of 2 loh is not a big loss.
Yes standard pally Aura of Justice is better when it's used. But its use is limited. At 11th the pally can smite 4/day. But if he wants to share it costs twice as much, so only twice.
Compare that with Oath of Vengeance. Now the pally shares his smite every time he uses it at no additional cost. And he can use LOH to fuel it if he wants (good flexibility). Now the OoV pally can smite many more times a day. Basically every combat if he wants. The more melee characters a party has the more powerful this ability becomes.
IMHO the OoV pallys Aura of Justice is superior to the standard because of the ability to use it more times a day and share it at no additional cost.
and smiting is more powerful in a campaign like RA where undead and evil outsiders are likely to be the primary enemies
brvheart |
About anywhere in the Adakos Region in the maps. Even parts of the Sinnar Coast. Or he could be from whatever they are going to retool the Mesopotamia book. As it is historical, they are going to put an fantasy spin on it and redo it.
Here is another option for a deity
Church of Fatimashan,
“The Righteous,”
“The Blessed”
More than sixty percent of Mah-Barek’s followers belong to the
Church of Fatimashan, making it the largest of the four denominations
by an extremely wide margin. Nonbelievers generally presume that
Fatimashan’s church represents the mainstream worship of Mah-Barek,
giving it the added distinction of being the most widely recognized of the
four churches. In many respects, the Church of Fatimashan most closely
resembles the core tenets and beliefs of Mah-Barek’s unified church
before its schism 3,000 years ago. For that reason, many members refer to
their church as Mah-Barek’s true faith.
Foundations of Faith
I am Mah-Barek, the Wellspring of the Desert, the oasis
nourished by the Father’s blood and the Mother’s tears. All
divinity flows from me.
When you give yourself to Mah-Barek, impossibility ceases.
Belief is food for the body and energy for the spirit.
Flesh and bone are sacred. When blood is split, I bring peace.
What is mine is yours, and what is yours belongs to all.
94
Dunes of Desolation
Church of Fatimashan
Alignment: Neutral good
Domains: Charity, Glory, Good, Repose, Sun
Symbol: An illuminated page of verse
Typical Worshippers: Charitable humans, some humanoids;
only females are clerics
Favored Weapons: Quarterstaff
Core Beliefs
Mah-Barek returned to the company of men to restore love and hope to
a forlorn and desperate world. All benevolence flows from him. His path
leads to goodness and righteousness for all that follow in his footsteps.
Devout faith in Mah-Barek can overcome any obstacle, and sincere prayer
provides the solution to all of life’s dilemmas. The body is a sacred temple
that must be revered and kept pure, even after death. Mah-Barek, the
peacemaker, abhors war and violence. Charity is the greatest virtue for
no man claims sole dominion over earthly possessions, and Mah-Barek
shares his worldly treasures with even the least of his beloved children.
And of course Mitra fits in with the Middle Eastern well.
WabbitHuntr |
Sounds great X. . In gameplay brvheart stated that you can join us whenever you are ready.
We are currently in the midst of combat with some gnolls. . Maybe you hear the combat and decide to join in?
-Posted with Wayfinder