Tomb of Horrors? (Inactive)

Game Master leinathan

The PCs are drawn together to tackle the most impenetrable tomb known. Will they survive its deadly traps and find its incredible reward?


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Dark Archive

You know what? I'm going to go rogue instead.


Oh Oops re-read massive weapons. my other problems is I used a fiendish heritage ability (able to wield large weapons) but then forgot to take the feat. I should be able to use a huge great sword. I only switched to pathfinder form 3.5 recently in which I had a large goliath barbarian wielding a gargantuan greataxe and later on colossal when he became epic level.


So if I have my count right there's potentially a divinations wizard, a dual wielding barbarian, a dual wielding ranger, a druid, 2 paladins?, a halfling rogue/possibly bard, a monk, and a ninja correct? Sounds like what you really need right now is a healer, or at least someone who can cast remove disease. I have an idea in mind for a necromancer oracle who worships Nethys as the god of all magic, whether it be healing, harm, necromancy or resurrection. Would you have a problem with that concept?


No problem at all, Jiraiya :D
Although it should be said that paladins can (and I believe these ones have chosen to) remove disease with their lay-on-hands. Utility casting, skillmonkeying, and primary healing magic is low right now.


Aaron Curseborn wrote:
Oh Oops re-read massive weapons. my other problems is I used a fiendish heritage ability (able to wield large weapons) but then forgot to take the feat. I should be able to use a huge great sword. I only switched to pathfinder form 3.5 recently in which I had a large goliath barbarian wielding a gargantuan greataxe and later on colossal when he became epic level.

You know that you need to roll to get an ability (three times and then you choose). You don't just get to pick any of them. I would prefer that you use the dice roller feature on here to show which numbers you get.


leinathan wrote:
Aaron Curseborn wrote:
Oh Oops re-read massive weapons. my other problems is I used a fiendish heritage ability (able to wield large weapons) but then forgot to take the feat. I should be able to use a huge great sword. I only switched to pathfinder form 3.5 recently in which I had a large goliath barbarian wielding a gargantuan greataxe and later on colossal when he became epic level.
You know that you need to roll to get an ability (three times and then you choose). You don't just get to pick any of them. I would prefer that you use the dice roller feature on here to show which numbers you get.

Oh, and also..uhm the half-dragon template is a CR+2 template, which means you get two fewer class levels. You may play a 7th-level half-dragon.


Dotting for reminder.

I'm leaning towards bard, probably a Dirge Bard, since they can use mind-affecting spells on undead.


Took longer than expected, but here is Bromen Spellbane for consideration!

History:
Centuries ago the dwarven oracles predicted the end of the world, an end that would come in the form of arcane magic. The natural dwarven distrust of magic is routed in these prophecies, but for a few clans it became an all-encompassing obsession to prepare for this final battle. Clan Vrektel was one of those clans. Magic had its place of course – it is hard to deny the added power an enchantment can give a weapon or armor – but the clan strived hard to keep themselves ‘pure’ by following the old ways and limiting its exposure to the corrupting influence of the arcane.

On the day of Bromen's birth the clan received another prophecy: the time was at hand, and this child would be the weapon against the enemy. His father Aralak was one of the clan elders and greatly respected, and he could not have been prouder to learn that his blood would have a part to play in the coming apocalypse. That very day the preparations started - ancient divine magics were used to alter the child’s normal dwarven abilities against magic, and he was trained in ancient traditional dwarven combat. His entire life he was given a single goal: be ready to fight against spellcasters to stop the end of the world.

The training was rigorous. Bromen was taught various strategies for stopping the threat of a spellcaster as they hide like cowards behind their minions and cannon fodder. He was a good study, but since the clan knew he needed to be the penultimate warrior they trained him at an extremely slow pace.

On his 50th nameday there was a final prophecy. He was never told the details, just that it was time to go forth and fulfill his destiny. The clan was concerned that Bromen was not ready – he had mastered every technique they had shown him but he had so much more to learn, and while his immunities to magic were better than most he had not yet learned how to use that to disrupt the magic-users he was battling.
The oracles would not be swayed: it was time, and ready or not Bromen had to begin to fulfill his destiny. The clan gave him a dorn dergar of amazing quality, and Aralak proudly gave Bromen the fine armor he himself had been crafting for his son for years.

The only piece of the prophesy they would give him was a name: "Heldren". The young dwarf set out that day, eventually learning of the Taldoran village by that name and making his way there.

For over a decade he traveled around and near the village, but nothing happened. Unsure if he had misheard the prophesy but not willing to go home, the dwarf began tracking down rumors and hints of arcane dangers. Anything from a wizard grasping for power to a dangerous artifact, he achieved many victories and won many spoils. Sometimes he ventured with a group but never for that long. Its been almost 30 years since he left on his quest and he still feels his destiny unfulfilled. Upon hearing of the lich and the Tomb he felt compelled to add his skills to the quest, perhaps this time finding his place in history as was preordained so long ago

Full Sheet:
Bromen Spelllbane
Male Dwarven Fighter (Two-Handed) 8 / Inquisitor (Spellbreaker) 1
CG Medium Humanoid (Dwarf)
Init +6; Senses Darkvision 60’, Perception +12
EXP:
PP:
FAME:
--------------------
DEFENSE
--------------------
AC 23, touch 15, flat-footed 19 (+8 armor, +3 Dex, +1 Deflection +1 Dodge)
hp (8d10+1d8+7+27)Current: /
Fort + 13, Ref +9, Will +8
+1 vs spells, spell-like abilities, and poison
Roll Will saves vs mind-affecting twice and keep best result
SR 14
Defensive Abilities +4 dodge bonus to AC vs giant subtype.
--------------------
OFFENSE
--------------------
Spd 30 ft. (20+10boots)
Melee
+2 Fire-Forged Dorn Dergar +17/+12 (1d10+14/x2)
- Power Attack +14/+9 (1d10+20/x2)
Ranged
Dwarven Arrows (Lt Hammer) +12/+7 (1d4+4/x2) range 20
Dagger +12/+7 (1d4+4, 19/20/x2) range 10
Special Attacks +1 racial bonus on attack rolls vs orc and goblinoid subtypes, spellkiller attack vs arcane casters

--------------------
STATISTICS
--------------------
Str 18, Dex 18, Con 14, Int 13, Wis 12, Cha 8
Base Atk +8; CMB +12 (+14 on bullrush, +16 on overrun); CMD 24
Feats Power Attack (L1), Improved Overrun (F1), Combat Reflexes (F2), Dodge (L3), Mobility (F4), Darting Viper (L5), Disruptive (Dom), Weapon Focus: Dorn Dergar (L7), Combat Patrol (F6), Weapon Specialization: Dorn Dergar (L9), Charge Through (F8)
Traits
Glory of Old +1 trait bonus on saving throws against spells, spell-like abilities, and poison
Reactionary +2 Initiative
Skills
Acrobatics +5 (5ranks +3DEX -3armor)
Knowledge (dungeoneering) +9 (5ranks +3class +1INT)
Perception +12 (8ranks +3class +1WIS), +15 to notice unusual stonework
Sense Motive +7 (2ranks +3class +1WIS +1stern)
Spellcraft +9 (5ranks +3 class +1INT)
Survival +8 (4ranks +3class +1WIS)

Languages
Common
Dwarven
Draconic

SQ
Shattering Strike (Ex) +2 bonus to CMB and CMD on sunder attempts
Overhand Chop (Ex) 2x STR instead of 1.5x STR bonus on single attack
Backswing (Ex) 2x STR instead of 1.5x STR bonus on all attacks after the first
Weapon Training (Ex) Two-Handed Only +2 flails, +1 hammers
Spellkiller Inquisition: Bonus Disruptive feat. When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred bonus to AC for 1 minute per level. When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
Judgement (Su) 1x per day
Stern Gaze +1 to Intimidate and Sense Motive
Strong Willed (Ex) Roll twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Racial
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.

Combat Gear wand of CMW;
Other Gear
+2 Breastplate
+2 Fire-Forged Dorn Dergar
ring of protection +1
cloak of resistance +2
brooch of shielding (101)
boots of striding and springing
belt of physical might +2 (STR and CON)
3 MW Dwarven Arrows (Light Hammers)
Dagger (1 lb)
Belt Pouch (3.5 lbs)
- 6 Thunderstones
Belt Pouch (2.5 lbs)
-Flint and Steel
-MW Manacles
Handy Haversack
-MW Dwarven Arrow (Light Hammer)
-Dagger
- 50’ Silk Rope
- Bedroll
- Mess Kit
- Dwarven Trail Rations (5 days)
- Wineskin: 8 cups Dwarven Stout
- Sack (empty)
Waterskin (2 lbs)

--------------------
SPELLCASTING
--------------------
Inquisitor Spells (CL1)
0-level: Acid Splash, Detect Magic, Guidance, Resistance
1-level: Expeditious Retreat, Returning Weapon

Per Day: 0-level = unlimited, 1-level = 2

COIN:
PP: 130
GP: 322
SP: 29
CP: 8


Ok, how about a Mermaid Oracle of Fire? She would be a healer, buffer, and at times, a blaster. :)

Shadassa Nal'p:

Shadassa Nal'p #2
Female Merfolk Oracle 9
NG Medium Humanoid (aquatic)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+5 armor, +1 shield, +3 Dex, +2 natural)
hp 67 (9d8+27)
Fort +6, Ref +6, Will +6
Resist oracle's curses (tongues [ignan, aquan]), fire 10
--------------------
Offense
--------------------
Speed 30 ft., swimming (30 feet)
Melee Masterwork Morningstar +8/+3 (1d8+1/x2)
Ranged +1 Bane Underwater light crossbow +10/+5 (1d8+1+2d6 vs. /19-20/x2)
Oracle Spells Known (CL 9):
4 (5/day) Cure Critical Wounds, Summon Monster IV, Wall of Fire, Repel Vermin
3 (7/day) Remove Disease, Cure Serious Wounds, Fireball (DC 19), Create Food and Water, Remove Curse
2 (8/day) Consecrate, Restoration, Lesser, Resist Energy, Cure Moderate Wounds, Protection from Evil, Communal, Delay Disease
1 (8/day) Bless Water (DC 17), Divine Favor, Remove Fear, Hide from Undead (DC 17), Burning Hands (DC 17), Obscuring Mist, Cure Light Wounds
0 (at will) Create Water, Read Magic, Detect Magic, Mending, Guidance, Detect Poison, Purify Food and Drink (DC 16), Spark (DC 16)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 16, Int 10, Wis 11, Cha 22
Base Atk +6; CMB +7; CMD 20 (can't be Tripped)
Feats Extra Revelation, Fleet, Nimble Moves, Opening Volley, Spell Penetration, Warrior Priest
Traits Armor Expert, Classically Schooled
Skills Diplomacy +18, Intimidate +18, Knowledge (religion) +12, Perception +9, Spellcraft +13, Swim +9
Languages Aklo, Aquan, Common, Ignan
SQ amphibious, mysteries (flame), revelations (cinder dance, gaze of flames [clairvoyance 90'] [9 rounds/day], molten skin, wings of fire [60', average] [9 minutes/day])
Combat Gear Reach metamagic rod (lesser) (3/day), Runestone of power (2nd level) (1/day), Scroll of Make Whole (x2) (CL 7), Scroll of Remove Paralysis (x3), Selective metamagic rod (3/day), Wand of summon monster II; Other Gear +2 Studded leather armor, Mithral Buckler, +1 Bane Underwater light crossbow, Masterwork Morningstar, Headband of alluring charisma +2, Ioun torch, 695 GP
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Armor Expert -1 Armor check penalty.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Gaze of Flames (Clairvoyance 90') (9 rounds/day) (Su) See through fire, fog, and smoke, or use a flame within 90' for clairvoyance.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Scroll of Make Whole (x2) (CL 7) Add this item to create a scroll with spells on it.
Scroll of Remove Paralysis (x3) Add this item to create a scroll with spells on it.
Swimming (30 feet) You have a Swim speed.
Tongues (Ignan, Aquan) You can only understand and speak two languages in combat.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
--------------------
Description
Shadassa Nal'p is a sea creature dipped in fire. The otherworldliness of her compelling personality and beauty belie the fierce loyalty and the curse that grips her in the heat of battle. Her hair is the red of burning metal and her eyes are pools of fire. A tail able to convey her through water and upon land alike merges with her human torso. Shadassa is haunted by the deaths of her long time adventuring companions. She is equally content to gently nurture the sick, command a diplomatic situation, or unleash unforgiving gouts of flame.

Background
"By Gyronna's wrath, you'll pay with one more child--your own," gasped the priestess as her lifeblood leaked out of her from the grievous wounds dealt by the merfolk ranger. Niwraysse did not think much of the curse at the time; she was too busy rescuing children of Outsea stolen by the Gyronna cultists. Some years later, though, when she bore her first child, she learned the truth of those dying words. Shadassa was born with the coloration of fire, and worse, spoke the tongue of the fire elementals when in great distress. The many arcanists and priests of Outsea could not remove the curse, but they were able to redirect it, giving Shadassa the gift of controlling fire and flame. A curiosity within the already curious community, she studied with these arcanists as a child, and then, too soon, set out into the world on her own, feeling somewhat like a self-imposed exile from a place of exiles.

The oracle soon found herself adventuring with Seldren, a hard-bitten fighter, and Corvilien, an elven mage, throughout the River Kingdoms and beyond, making a name for themselves as rescuers, liberators, and general heroes-for-hire. This all came to a sudden brutal end in the dark forest of Nidal. They had been chasing a cabal of undead who operated a network stretching up to Ustalav, and upon reaching Nidal, found themselves outgunned and outnumbered. As Seldren and Corvilien perished under the fangs of vampires, Shadassa had to incinerate friend and foe alike, weeping tears of flame.

In the ashes of the battlefield, she discovered artifacts worn by the vampires and a name inscribed on several: "Acererak, The Deathless." Determined to find the creature behind the name, Shadassa pursued myth and rumor in musty tomes and decaying tombs, burying her grief in her quest, until she found herself in the wilds of Cheliax, facing a lonely hill and holding a map in her hand.

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Planning for my Druid to stock up on a few Cure Wounds spells.


The merfolk race is here.

The only thing that I see wrong with that character is the speeds. Base merfolk have a land speed of 5 feet and a swim speed of 50 feet. There is an alternate racial trait that changes this to a land speed of 15 feet and a swim speed of 30 feet.


I'm a little late to the party, but I'd like to submit Garret Ravencourt for consideration.

Garret is the kind of frontliner everyone loves. If you're near him, he can re-target enemy attacks to himself, burst heal, and buff.

He can even stealth along with the scouting group, quietly taking point and tackling traps and locked doors.

He's been around a while and survived just about everything the world has to throw at him. He's decided that if he's going to go out, he's going to go out in a blaze of glory.

Hope he's what you're looking for.


It's all legit, Leinathan--Oracle of Flames with Cinder Dance gets +10', and Fleet gets +5'. Add Strongtail and yes, 30' land speed.


How are you treating Crafting Feats pre game?


Description:

Gralamin is nothing like your typical fortune-teller. No mysterious auras, no bones rolled on a mat. Just a fairly normal looking man, approximately 5 ft. 8 in. tall with dark, receding hair and a crow's peak. His haunted blue eyes, however, do seem to see things that others do not. Dressed in stylish robes of deep green, he cuts a not-quite-impressive figure.

Background:

Fascinated by the fickle hand of fate since he was a child, Gralamin was deeply impressed by a Varisian harrower's prediction that his parent's prize cow would die mysteriously within a week. The concept that man could see into the future and warn others deeply impressed Gralamin, and as soon as he felt himself old enough (age 13), he ran away from his farm to join a Varisian band. Though he himself is of Taldan descent, his eagerness to learn the secrets of harrowing earned him a spot as the fortune-teller's apprentice.

Luckily for Gralamin, his master, Kolothra, was not a con man, but a harrower with real talent, though poorly developed. He could cast a few rudimentary spells, but had an incredible knack with harrow cards. The old man taught Gralamin what he knew, and quickly determined the apprentice would far outstrip the master in terms of magical talent. He encouraged Gralamin to study more than just harrowing.

A few years passed, and true to Kolothra's prediction, Gralamin was soon more talented in the arcane arts than he. Knowing he had little time left to live, he cast the harrowing for his apprentice. Gralamin, it seemed, was destined to travel to Magnimar, and take up an apprenticeship with Jenya the Dark, a notorious wizardress infamous for her dark magics.

Troubled by the harrowing, Kolothra nevertheless travelled with Gralamin to Magnimar. His health rapidly deserting him, the fortune-teller struck a deal with Jenya – Gralamin would serve her unswaveringly for a period of ten years, and she would teach him. Gralamin wanted no part of the deal, but could not refuse the dying request of his beloved master, and reluctantly agreed. Kolothra died a mere two days later.

The next ten years were horrific. Jenya worshipped the Pallid Princess, Urgathoa, and was enchanted by necromancy. She forced Gralamin to aid in her in all manner of the worst magic imaginable. Raising the dead, forcing souls from their bodies, spreading disease…she was enamored of it all. Repulsed by the foul magic, Gralamin nearly gave up his studies, but always Kolothra’s final harrowing bolstered his determination. If Gralamin could withstand the horror of his training, he would become a great force for good. And so he endured.

As his decade of slavery drew to a close, Gralamin plotted. While Jenya had little use for divination magic, he knew of its power firsthand. He was sure Jenya planned to kill him and raise him as an undead abomination the day before his release. When she came for him that day, he was nowhere to be found.

Gralamin travelled to Korvosa, determined to be his own master. When he arrived in Korvosa, he immediately found a tavern and began attempting to drink away the memories of his apprenticeship. It was there he met up with the Order of the Lion, an adventuring group in need of a wizard. It seemed they had been hired to stop a necromancer from defiling the city’s graveyard district.

Gralamin volunteered, and found his calling. His blend of divination, foresight, and powerful necromantic training was a boon to the Order of the Lion, though the wizard swore to never delve into the darkest parts of necromancy such as those practiced by Jenya the Dark.

Several years passed, the happiest of Gralamin’s life. The Order of the Lion was his new family, and they were a strong force for good in Korvosa and its outlying regions. Then tragedy struck. The leader of the Order, Regulus Strongarm, died in a fierce battle with a clan of aggressive stone giants. Distraught over the loss of their leader, the rest of the party determined they would kill the famed red dragon Xiuhcoathal and use his treasure hoard to return Regulus to life.

Gralamin was uneasy, and his divination magic and harrowing only made him more so. The cards and omens all pointed to one thing – sure death. He tried to warn his friends and family, but they wouldn’t listen, too overwhelmed with grief. Mourning his friend’s loss himself, Gralamin refused to accompany the party. Harsh words were spoken, and Gralamin found himself unanimously kicked out of the adventuring group.

The wizard returned to the tavern in which he met the Order, again drinking to forget, and hoping his readings were wrong. Alas, as the days and then weeks passed, and the Order never returned, he knew he had been right. The Order of the Lion was dead.

Unable to stomach the sight of Korvosa any longer, Gralamin has returned to the ways of Kolothra, travelling around doing harrow readings for peasants. But he is a deeply unhappy man. What happened to Kolothra’s prediction that he would be a force for good in the world? Surely there must be something more out there for him, some way he could redeem himself in his own eyes?

Gralamin Urthadar – CR 8
Male Human Wizard 9
NG Medium humanoid
Init +11; Senses Perception +15
EXP: 75,000
________________________________________
Defense
________________________________________
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp 65 (9d6+27) Current: 65/65
Fort +9, Ref +6, Will +11
________________________________________
Offense
________________________________________
Speed 30 ft.
Melee masterwork dagger +4 (1d4-1/19-20)
________________________________________
Statistics
________________________________________
Str 9, Dex 12, Con 14, Int 26, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 15
Feats Great Fortitude, Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Persistent Spell, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy)
Traits Focused Mind, Reactionary
Skills Appraise +20, Fly +6, Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +12, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Profession (fortune-teller) +13, Sense Motive +10, Spellcraft +20
Languages Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Orc, Terran, Undercommon
SQ arcane bond (object [ring of sustenance] [1/day]), forewarned, opposition schools (enchantment, evocation), prescience (11/day), specialized schools (foresight)
Combat Gear Pearl of power (1st level) (1/day), Wand of Magic Missile (CL 9); Other Gear Masterwork Dagger, Cloak of resistance +2, Handy haversack (77 @ 19.5 lbs), Headband of vast intelligence +4 (Appraise, Sense , Lenses of detection, Ring of protection +1, Ring of sustenance, Blanket, Canteen, Everburning torch, Halfling trail rations (7), Harrow deck, Hip flask, Ink, black (3), Ink, colored (3), Inkpen (2), Mapmaker's kit, Paper (20), Parchment (30), Scroll case (empty), Signet ring, Spell component pouch, Spell component pouch, Spell component pouch, Spellbook (2), Spider's silk rope, Scrying mirror
________________________________________
Spellcasting
________________________________________

Wizard Spells Prepared (CL 9th; concentration +19):
5th Overland Flight, Suffocation (DC 25), Truespeak
4th Arcane Eye, Persistent Blindness/Deafness (DC 22), Enervation, Enervation, Solid Fog
3rd Blood Biography (DC 21), Clairaudience/Clairvoyance, Harrowing, Haste, Persistent Ray of Enfeeblement (DC 21), Revelation
2nd Blindness/Deafness (DC 22), Blood Transcription, Detect Thoughts (DC 20), Glitterdust, Glitterdust, Invisibility, See Invisibility
1st Anticipate Peril, Anticipate Peril, Comprehend Languages, Mage Armor, Protection from Evil, Ray of Enfeeblement (DC 21), True Strike
0 Detect Magic, Prestidigitation, Read Magic, Touch of Fatigue (DC 20)

Spellbook #1, 79/100 pages used:

0 - acid splash, arcane mark, bleed, detect magic, detect poison, disrupt undead, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, scrivener's chant, sotto voice, touch of fatigue
1st - anticipate peril, chill touch, comprehend languages, detect secret doors, ill omen, mage armor, ray of enfeeblement, shield, true strike
2nd - blindness/deafness, blood transcription, detect thoughts, glitterdust, invisibility, locate object, see invisibility
3rd - arcane sight, blood biography, clairaudience/clairvoyance, fly, harrowing
4th - arcane eye, enervation
5th - overland flight, suffocation, true speak

Spellbook #2, 26/100 pages used:

3rd - haste, revelation, tongues
4th - locate creature, scrying, solid fog
5th - teleport

Coin:
PP: 0
GP: 3
SP: 3
CP: 0


Just guessing, but if Gralamin makes it in and survives to 11th level, I think he's going to want to be taking Thanatopic Spell.


Ok so ive got her background ready for reading... Keep in mind she can easily be switched to a ranged dps if we end up having to many melee.
Thanks..


I don't think I will be able to devote the proper amount of time to this. So I am withdrawing my halfling trapmeister


Updated her profile and provided a build as an archer as well..


Jiraiya22 wrote:
How are you treating Crafting Feats pre game?

I'm afraid I won't want to allow crafting feats - just the investment of one feat can save a character tens of thousands of gold for their equipment and will unbalance WBL.


Axolotl wrote:
It's all legit, Leinathan--Oracle of Flames with Cinder Dance gets +10', and Fleet gets +5'. Add Strongtail and yes, 30' land speed.

Sweet, just checking. I'm not that familiar with everything quite yet, so I wanted to know everything was above board.


Alright, so I'm gonna throw up a roster. I think I will create a party on Friday, although if submissions stop in the next day or two I'll decide then. SO! We've got:

Saren Artimus-Human Monk

Scaleskin-Human Saurian Druid

Aaron Curseborn-Half Dragon Barbarian (Titan Mauler)

Angel Dawnstar-Half-Celestial Paladin of Sarenrae (Oath of Vengeance)

Kairen Valos-Human Paladin of Iomedae (Warrior of the Holy Light, Sword of Valor, Oath Against Undeath)

Bromen Spellbane-Dwarf Fighter/Inquisitor (Two-Handed Fighter, Spellbreaker)

Shadassa Nal'p-Merfolk Oracle of Flame

Sir Garret Ravencourt-Human Paladin of Pharasma/Fighter/Monk (Hospitaler, Warrior of the Holy Light, Master of Many Styles, Hungry Ghost)

Gralamin Urthadar-Human Diviner

That's what I see in terms of submitted characters. So far, so good. Going tombdiving without a single rogue or bard, though?


If noone submits one by this afternoon, ill do a write up on an Archelogist Bard as a backup..


We need a skill monkey, or maybe a clever ranger. Er, the party to be chosen does.

And a Rod of Utility. (And ten foot poles.)

Gralamin---dang, now that's a wizard.


wow, that is, in fact, a wizard. multiple spellbooks, three component pouches, plenty of extra magic...and a 26 int. geez. Hope we get paired up. It'd be fun having the contrast of a undead-hating paladin with a necromancer who doesn't like to use undead, plus they'd synergize well by covering each other's weaknesses.

Dark Archive

Got my character made!

Crunch:
Kitteridge Quickpaw- CR 8
Female Catfolk Rogue 9
CN Medium Humanoid (Catfolk)
Init +6; Senses Perception +11 (+15 vs traps), Darkvision 60ft, Low-light vision
EXP:
PP:
FAME:
--------------------
DEFENSE
--------------------
AC 22 (25 vs traps), touch 16 , flat-footed 16 (+6 armor, +6 dex)
hp (8+8d8+9)Current: 46/46
Fort +3, Ref +12 (+15 vs Traps), Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft, climb 20 ft
Melee 2x +2 short sword +14, +9, 1d6+4
Ranged Shuriken +12, 1d2+2
--------------------
STATISTICS
--------------------
Str 14 , Dex 22 , Con 11 , Int 14 , Wis 10 , Cha 14
Base Atk +6; CMB +8; CMD 24
Feats
Two-weapon Fighting
Improved Two weapon Fighting
Combat expertise
Improved Feint
Greater Feint
Weapon Finesse (rogue talent)
Combat Reflexes (rogue talent)
Traits
Dangerously Curious
Adopted (World Traveler: Diplomacy)
Skills
Acrobatics (9 ranks +6 dex) 15
Bluff (9 ranks +2 cha) 11
Diplomacy (4 ranks +2 cha + 1 trait) 7
Climb (9 ranks + 2 str +8 climb speed) 19
Disable Device (9 ranks + 6 dex + 4 class ) 19
Escape Artist (9 ranks + 6 dex) 15
Linguistics (5 ranks + 2 int) 7
Perception (9 ranks + 0 wis + 2 racial) 11 (+4 vs traps)
Sleight of Hand (9 ranks + 6 dex ) 15
Stealth (9 ranks + 6 dex + 2 racial + 5 comp) 22
Use Magic Device (9 ranks + 2 cha + 1 trait) 12
Languages
Common, Catfolk, Elven, Sylvan, Dwarven, Celestial, Auran, Draconic, Undercommon
SQ
Low-Light Vision
Cat's Luck (Ex)
Natural Hunter
Climber
Class Features
Sneak Attack +5d6
Trapfinding
Evasion
Rogue Talents:
Finesse Rogue
Combat Trick
Trap Spotter
Fast Stealth
Trap Sense +3
Uncanny Dodge
Improved Uncanny Dodge
Combat Gear ;
2x +2 short sword
+2 Mithral chain shirt of Shadow
20X Shuriken
Other Gear
Cat’s Eye Crown
Belt of incredible dexterity +2
Masterwork Thieves’ Tools
Rogue's Kit
--------------------
SPELLCASTING
--------------------

COIN:
PP:
GP: 140
SP: 60
CP:

Edit: Whoops, forgot the backstory.

Edit Version 2: It's probably going to be something about her curiosity getting the better of her.


I can do the trap disarming/lock picking thing. Magic traps will be harder because I cant detect them, but a Caster using Detect Traps or even just Detect Magic could find them. Once spotted, I can deal with them.

I vote we take everyone. :)


That's a lot of paladins. :D (Although I don't think it would be overkill in this case.)

I suggest to whomever gets picked that characters be co-optimized, or synergized, in terms of gear, skills, spells, etc, once the group is complete. Oh, and cool, a rogue!


Crap. Forgot the class skill bonus on my skills.

Ignore the ones show on my alias's (Golnor) post, and use the ones on this profile.


Updated Gralamin - Quicken Spell feat was a mistake, as it's a little early for that yet. Switched it out for Spell Penetration.


Clow of the Two Hands:

Male Dhampir Cleric 9
N Medium Humanoid (Dhampir)
Init +1; Senses Perception +19, low light vision, darkvision 60 ft
--------------------
DEFENSE
--------------------
AC 25, touch 11, flat-footed 25
hp (1d10+1)Current: /
Fort + 9, Ref +5, Will +15
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee club +5/+0 (1d6-1)
Ranged
--------------------
STATISTICS
--------------------
Str 8, Dex 10, Con 12, Int 12, Wis 24, Cha 16
Base Atk +6; CMB +5; CMD 16
Feats: Versatile Channeler, Selective Channel, Quick Channel, Extra Channel, Command Undead DC 22
Traits: Attuned to the Ancestors, Magic is Life
Skills: Knowledge (Religion) +13, Perception +19, Sense Motive +20
Languages Common, Osirion
SQ
+2 to saves against mind affecting and disease
Light Sensitivity
Negative Energy Affinity
Detect Undead 3/day
Resist Level Drain
Magic: Divine Domain
-Divine Vessel 10/day
-Dispelling Touch 1/day
Protection: Purity Domain
-Resistant Touch 10/day
-Purifying Touch 1/day
Channel Positive Energy DC 17 5d6 or Negative Energy DC 16 4d6 8/day
Favored Class Cleric +9 to CL of Channel Feats that effect Undead
Variant Channeling: Undeath (Regular Positive Channeling, +50% channeling to heal undead, -50% channeling to harm with negative energy)
Combat Gear: +1 Fullplate, +1 Heavy Steel Shield, club;
Other Gear: Headband of Wisdom +4, Ring of Deflection +1, Amulet of Natural Armor +1, Cracked Dusty Rose Prism Ioun Stone (+1 Init), Cracked Dark Blue Rhomboid Ioun Stone (+1 Perception and Sense Motive), 1 Scroll Invisibility Purge, 1 Scroll Dimensional Anchor, 1 Scroll Death Ward, 1 Scroll Freedom of Movement, 1 Scroll Breath of Life, 1 Scroll True Seeing, 10000 gp of Diamond Dust, 6000 gp of Onyx Stones, Type I Bag of Holding
--------------------
SPELLCASTING
--------------------

1st Level-6/day Domain: Protection from Good/Evil/Chaos/Law, Identify
2nd Level-6/day Domain: Bless Water, Shield Other
3rd Level-5/day Domain: Remove Blindness/Deafness
4th Level-3/day Domain: Imbue with Spell Ability, Spell Immunity
5th Level-2/day Domain: Cleanse, Atonement

More details here

http://plothook.net/RPG/profiler/view.php?id=12112

COIN:
PP:
GP:
SP:
CP:


Backstory:
Clow was a rare birth between a vampire noble of Osirion and his mistress, a housekeeper of little standing. Despite being a bastard, Clow was raised as a true son of his household, although under Osirion law he was unable to take his family's name. Clow's father being what he was, it was unlikely for Clow to come into an inheritance any time in the near future, so he became a tomb diver for the various research groups exploring Osirion's ancient catacombs, though he has little interest in history, just the excitement of discovery and exploration. Not all people understand the nature of Osirion's connection with their honored dead, so Clow often worked through an intermediary and spent much of his time amongst the ghosts and ghouls of the tombs. Clow believes in Nethys's principles of magic and believes that all magic is inherently good, only the nature of its users perverts it. He therefore gives little regard to conventional wisdom regarding alignment descriptors and uses whatever means are at his disposal to achieve his ends. That said, Clow has seen enough people die to the traps of the tombs to not want it to happen again. He straddles the line between undeath and life and sees no conflict in being a part of both worlds. Having heard of the dungeon crawl of a lifetime, Clow has left his homeland to challenge this lair head on.


Backstory time!

Here!:

Kit was found at a temple for Sarenrae as a cub, abandoned by her parents for reasons known only to them. This fact no apparent effect on Kit, as she grew up among her fellow orphans with a endless curiosity about everything except her parents. This curiosity led her to explore everywhere, and by the age of 6 she knew every hidey-hole and every secret passage in the temple, and had terrified the priesthood by being discovered halfway up the outside of temple's bell-tower.

After exploring the temple, Kit soon turned to sneaking around for kicks. She had discovered that she was a member of a rather uncommon race, and people would react she she hoped when she suddenly jumped out of a closet. She also became adept at swiping goodies from the kitchen, but managed to escape most of the ire these events generated by sharing the goodies with the right people. Many a time did Sister Diana storm into a room looking for a plate of cookies that had vanished to discover a priest enjoying one, and a obvious lack of Kit in the room, despite the fact that she was in the room right up to the moment the door was opened.

When she turned eighteen, Kit was given the standard offer to join the temple as a sister, and there where a few sighs of relief from the priests when she turned it down. A few days later, she was ready to leave the temple for good, and with her few possessions in a bag, she set out, giving Sister Diana a cookie before disappearing into the crowds.

Since then, she has wandered the world, seeing the wonders of the world, and helping several adventuring parties along the way. She usually parted company with them in good terms, excepting the times when her boundless curiosity got the party into more trouble than necessary. During her wanders, she has heard tales of an impossible dungeon, said to have treasure beyond measure, and containing traps of lethal design. With every story heard, Kit's urge to explore grew, and now she believes that she is ready to take on any challenge, be it trap, magic, or foe, and come out on top.

After all, a thing is only impossible because nobody has done it yet.


Saren Artimus-Human Monk

Scaleskin-Human Saurian Druid

Aaron Curseborn-Half Dragon Barbarian (Titan Mauler)

Angel Dawnstar-Half-Celestial Paladin of Sarenrae (Oath of Vengeance)

Kairen Valos-Human Paladin of Iomedae (Warrior of the Holy Light, Sword of Valor, Oath Against Undeath)

Bromen Spellbane-Dwarf Fighter/Inquisitor (Two-Handed Fighter, Spellbreaker)

Shadassa Nal'p-Merfolk Oracle of Flame

Sir Garret Ravencourt-Human Paladin of Pharasma/Fighter/Monk (Hospitaler, Warrior of the Holy Light, Master of Many Styles, Hungry Ghost)

Gralamin Urthadar-Human Diviner

Kitteridge Quickpaw-Catfolk Rogue

Clow of the Two Hands-Dhampir Cleric

Continued roster. I will have to ask that the divine casters all have a diety that they cleave to. Clow and Bromen, notably, who are your dieties?


Oops, knew I missed something .... I was thinking of that "dedicated to an ideal" thing but being anti-arcane isnt exactly an "ideal" is it? Torag the Father of Dwarves makes more sense for Bromen. Which means I also need to update his alignment to NG.


Nethys, god of magic in all its forms.


Mind if Scaleskin worships the awesomeness of Dinosaurs?


Excluding Oracles, yes? I'd say that Shadassa would honor Gozreh culturally and Sarenrae due to her curse. And that is a dang good Dhampir cleric there.


Here is my submission: goblin ranger archer (saw the team was missing ranged support). Will include background tomorrow (crunch in profile).


Well, most divine spellcasters receive their powers FOR praying-not the case with oracles, which is why they don't NEED to worship a diety. Typically, an outer power selects them for some purpose.

Not at all, Arkwright! :D

Cool, Kataro :D


Jiraiya22 wrote:
** spoiler omitted **...

for Clow. I believe that with your low STR score, you may be past or near your maximum load. Maximum load for you is 80lbs, and your armor and shield alone weigh what...60lbs together?


Hmm. Maybe I can make a summoner! :D


seems interesting now...

Lexi:

pay no attention to that stranger in the trnchcoat that seems to show up at any game you do


Aww, but I like my friendly stalker!


leinathan wrote:
Jiraiya22 wrote:
** spoiler omitted **...
for Clow. I believe that with your low STR score, you may be past or near your maximum load. Maximum load for you is 80lbs, and your armor and shield alone weigh what...60lbs together?

He appears to be good. His armor weighs 50lb, shield is 15, club+other gear is under 5lb, so his gear's total weight is just under 70lbs. Anything else can go in his bag of holding.


Don't bags of holding have a pretty high base weight, no matter what's in them?


Sir Garret Ravencourt wrote:
Don't bags of holding have a pretty high base weight, no matter what's in them?

True that. Forgot about that. Type 1 bags weight 15 pounds, which puts our undeadish friend at 85 pounds, which is 5 over his weight limit.

I suggest a set of Muleback cords, as they boost your strength by 8 for carrying capacity only.


leinathan wrote:
Jiraiya22 wrote:
** spoiler omitted **...
for Clow. I believe that with your low STR score, you may be past or near your maximum load. Maximum load for you is 80lbs, and your armor and shield alone weigh what...60lbs together?

I prepare Ant Haul every day for that purpose, though with my bag of holding I should still be below my base maximum load if my math is right. Also the club is just a stick I found so I'd have a weapon, I can't actually hit anything >.>.


and Im sure some big fighter-type wouldnt mind helping out when the time comes. I cant count how many times I've lugged a bag for a mage.......


I have a question about the Assassin prestige class? Can we remove the "must be evil" part of the class? Always struck me as odd that you cant be an assassin AND be a good person. Moreover, im sure theres plenty of examples of "the good guys" using an assassin to kill some warlord to stop a war. Heck SEAL team 6 pretty much assassinated Osama, and they arent "evil"


If there are no submissions today, I will decide today or tomorrow and post when I decide.

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