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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Im looking to submit an alchemist 4 / rogue 3 / assassin 2, or failing that, just alch 4 / rogue 5


Anthony Krast wrote:

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"

The assassin idea is perfectly valid, yes. You must, however, be able to justify using the unscrupulous tactics of the assassin without being evil. Well, more like how you're an assassin without being one for hire, because an assassin for hire is pretty evil.


Ok. Summoner done. It's, uh...hax. Lemme go make a profile

Dark Archive

I will be submitting this chaarcter (see profile) but needs to be updated to the correct level.

I am at work till 7 am (EST) so cannot get that done till morning,

but will be single classed wizard


Here she is! Hax.

Hollydiana:
Unnamed Hero
Half-Elf Summoner (Synthesist) 9
CG Large Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 26 (+2 armor, +2 shield, +3 Dex, -1 size, +12 natural, +1 deflection)
hp 84 (9d8+36)
Fort +10, Ref +10, Will +10; +2 vs. enchantments
DR 5/evil; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 50 ft.
Melee (S) +1 Keen Falchion +11/+6 (2d4+10/15-20/x2) and
. . (S) +1 Keen Falchion +11/+6 (2d4+10/15-20/x2) and
. . Bite (Bite) +10 (1d8+4/x2) and
. . Hooves x2 (Hooves) +10 x2 (1d6+4/x2)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities Summon Monster V (9/day)
Summoner (Synthesist) Spells Known (CL 9):
3 (4/day) Black Tentacles, Invisibility, Greater, Fly, Mad Monkeys
2 (6/day) Haste, Invisibility, Bear's Endurance, Restore Eidolon, Lesser (DC 18)
1 (7/day) Rejuvenate Eidolon, Lesser, Mage Armor, Enlarge Person (DC 17), Grease (DC 17), Protection from Evil
0 (at will) Read Magic, Daze (DC 16), Mage Hand, Detect Magic, Guidance, Light
--------------------
Statistics
--------------------
Str 28, Dex 17, Con 17, Int 14, Wis 10, Cha 22
Base Atk +7; CMB +17; CMD 31 (can't be Tripped)
Feats Double Slice, Improved Two-weapon Fighting, Skill Focus (Perception), Toughness +9, Two-weapon Fighting, Weapon Focus (Falchion)
Traits Anatomist, Valashmai Veteran (Perception)
Skills Acrobatics +3 (+11 jump), Fly +1, Handle Animal +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +6, Perception +18, Spellcraft +14, Stealth -1, Use Magic Device +18
Languages Common, Elven, Infernal, Varisian
SQ eidolon link, elf blood, fused eidolon, fused link, maker's jump (1/day), share spells with eidolon, shielded meld
Other Gear +1 Keen Falchion, +1 Keen Falchion, Belt of physical might (Str & Dex +2), Bracers of armor +2, Cloak of resistance +2, Handy haversack (1 @ 19 lbs), Ring of protection +1, Ring of sustenance, Summoner's kit, 742 GP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

At 12th level, whenever the synthesist is fused wit
Summon Monster V (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.


Next, fluff! :D


I'm still playing with the bard, but I'm not really happy with him. I might make a dedicated trap monkey instead.


Anthony Krast wrote:

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"

There's a difference between assassinating someone and being an assassin by trade. Assassins in Pathfinder need to kill someone specifically to join the prestige class, their entire lives are killing. It makes sense that they're evil only.


Hollydiana wrote:

Here she is! Hax.

** spoiler omitted **...

That's so freakin' hax.


... YOUUUUUU said to make powerful characters. >.>; In all honesty, I had Tierce help me make it just to see how hax I could get. ;) Lets see if I can justify this s$@!.


lexibean wrote:
... YOUUUUUU said to make powerful characters. >.>; In all honesty, I had Tierce help me make it just to see how hax I could get. ;) Lets see if I can justify this s$@~.

I did, because it's a pretty tough dungeon :D. I'm not saying it's BAD hax, just that it's really hax and I can see why the synthesist is banned most of the time.

By the way, everyone, I was wondering if there were objections to this plan: Following the Tomb, assuming party survival, we'll fold the characters into the final module of Council of Thieves. It's saving the city of Westcrown from total anarchy.


Heehee. I was mostly just having fun making the most powerful character I could. ;) I'll keep her either way now because I'm sort of attached to a mad centaur lady...lol


Synthesists get pretty ridiculous. My level 3 pathfinder Pits synthesist has 9 attacks.


Lexi, I don't know if I'm proud of you, or ashamed. :)


Maybe a mix of both. ;) It was fun! Also now I get to describe her and make up a reason she's so hax!


Here is Kataro's (the goblin archer ranger) missing background.

Background:
Kataro was born into the Darkskull goblin tribe, an up and coming tribe of about 30 goblins. He always felt different from the other goblins, more intelligent, as if he was meant for more than the raiding of farms and livestock that he and his fellow tribe members regularly engaged in. He also felt an empathy toward animals and always strived to defend the tribe's pets, especially the dogs from the goblins' wrath. This brought him disfavor from Chief Grobble who thought Kataro too soft. As the tribe's pursuits of conquering Sandpoint were not finding success, the Chief entered into an alliance with a local human mage. Together they would pool their resources and take over the town. Unfortunately for the tribe, the mage was a necromancer in hiding and just looking for new corpses to animate and he decided to run an undead goblin tribe as his new hobby. Upon seeing his fellow brothers die, their flesh melted off, only to rise seconds later as undead, Kataro fled the caverns of the tribe and sought refuge/asylum in Sandpoint. Thankfully, his intelligence saved him and he convinced the town sheriff of the imminent danger that the town was in due to the necromancer. Swearing vengeance on him, Kataro served as a guide and led a newly formed band of adventurers to the goblin caverns to deal with the necromancer. During the incursion, Kataro saved the life of the human hunter by the name of Dixon and eventually the band killed the mage and Kataro's quest for vengeance was complete. However, with no home or tribe remaining, Kataro was lost as to what to do. Thankfully, Dixon saw the good in his heart and took Kataro under his tutelage, further enhancing his the skill with the bow. Kataro followed his mentor's path and became a ranger and defender of the wilds and the weak. Kataro gained some notoriety over being a goblin ranger and hero to the people of Sandpoint and surrounding areas, so much so that the fellow goblin tribes put a bounty on his life. Kataro survived the attempts and eventually grew in power and experience, his agility, darkvision, and stealth proving quite useful. In his last adventure, he along with his fellow band mates, commissioned by a human noble, stopped a hill giant and his fellow ogres' pact to storm a nearby human keep. Unfortunately, though the threat was ended, only Kataro and Dixon survived the ordeal. After paying respects to his 3 dead comrades, Dixon bid Kataro farewell, disillusioned with the death of the cleric, Agatha, his love interest. Kataro knew Dixon needed time to grieve so he left the ranger alone. When Kataro went to collect payment for the dismissal of the threat, the leader of the Keep could not afford to pay Kataro for his services but offered him his most prized possession instead: a treasure map to a tomb of riches. Kataro took it and followed it, eventually leading to...

Dark Archive

leinathan wrote:
lexibean wrote:
... YOUUUUUU said to make powerful characters. >.>; In all honesty, I had Tierce help me make it just to see how hax I could get. ;) Lets see if I can justify this s$@~.

I did, because it's a pretty tough dungeon :D. I'm not saying it's BAD hax, just that it's really hax and I can see why the synthesist is banned most of the time.

By the way, everyone, I was wondering if there were objections to this plan: Following the Tomb, assuming party survival, we'll fold the characters into the final module of Council of Thieves. It's saving the city of Westcrown from total anarchy.

that is cool If Kara is selected since she was originally made for that AP then it died.


Read my books, and made some changes to my character.


I was under the impression that Synthesist was underpowered compared to a regular summoner, based on action economy.


Anthony Krast wrote:


I was under the impression that Synthesist was underpowered compared to a regular summoner, based on action economy.

Ah, but they're also overpowered because they can afford to pump all of their points into their mental stats because the eidolon substitutes its physical stats.


Hax. :<


leinathan wrote:
Anthony Krast wrote:


I was under the impression that Synthesist was underpowered compared to a regular summoner, based on action economy.
Ah, but they're also overpowered because they can afford to pump all of their points into their mental stats because the eidolon substitutes its physical stats.

Synthesists still use Con and a regular summoner would ignore their Str and Dex anyway. Their main advantage is that you can't hit the summoner while the eidolon is summoned, however because they require unique healing and have less action economy they're relatively balanced compared to normal summoners. This of course goes out the window when you multi-class, a synthesist with 2 levels of Paladin is unkillable.


Synthesists aren't GOD the way wizards are, but they're still pretty dang powerful. There was some clapping over the wizard back there with 26 Int, but this synthesist has 28 Str AND 22 Cha.


Rrrrooarrrr!


Ok, thread poll: I need a gladiator name for Holly's Eidolon-form.

:D

When merged with her Eidolon, Hollydiana is an outrageous creature. She is a centaur, a pale slim elven looking torso that merges with a glossy black horse’s body. For all her humanoid half is delicate looking and beautiful, in an alien sort of way, the horse’s body is a charger, with feathering on its ankles and hooves the size of dinner plates. She has black hair that she arranges in a spikey array around a silvery hair clip that holds it back. There appear to be some dark feathers mixed in. She has striking ice-blue eyes with slitted pupils, and a shiny teardrop glittering in the middle of her forehead. And when she smiles, she shows rows of razor sharp teeth. Her long arms are bare, and detailed with swirling black tattoos that seem to have a life of their own, always in different patterns and glowing subtly with an odd luster. On close inspection, in the glossy hair of her haunches and sides, similar patterns seem to underlay the hair as if shaved there.


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

Kataro-Goblin Ranger

Kara Deepshadow-Gnome Wizard (Shadowcaster)

Hollydiana-Half-Elf Summoner (Synthesist)

And the build-up of characters continues! Decision time is nearing. I already have about two people that I definitely want, but I'm not saying who. I also haven't decided if I want five or six people.

Also, if you didn't notice, this will be going into a bit of Council of Thieves so these characters last longer than a single dungeon.


Here's her background. :D Oh, Holly.

About Holly:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile…whatever you need to get an image in your mind. 5 is just a minimum…more elements are encouraged!

1. When merged with her Eidolon, Hollydiana is an outrageous creature. She is a centaur, a pale slim elven looking torso that merges with a glossy black horse’s body. For all her humanoid half is delicate looking and beautiful, in an alien sort of way, the horse’s body is a charger, with feathering on its ankles and hooves the size of dinner plates. She has black hair that she arranges in a spikey array around a silvery hair clip that holds it back. There appear to be some dark feathers mixed in. She has striking ice-blue eyes with slitted pupils, and a shiny teardrop glittering in the middle of her forehead. And when she smiles, she shows rows of razor sharp teeth. Her long arms are bare, and detailed with swirling black tattoos that seem to have a life of their own, always in different patterns and glowing subtly with an odd luster. On close inspection, in the glossy hair of her haunches and sides, similar patterns seem to underlay the hair as if shaved there.

Hollydiana herself is a very different creature. A half elf with a snubbed nose, smattering of freckles across her cheeks, and a mane of thick blond hair, she is not at all alien or strange looking. She wears plain clothes and, in all reality, is quite unremarkable looking. The sort of person you would overlook.

2. Holly is a bookworm. She loves to study and to read. Not the smartest of people, it was still her love of books that sparked her interest in the beyond that spawned her Eidolon. Her elven mother (who raised her) always hoped that her daughter would become a wizard. Instead, her fascination with calling odd creatures consumed her. She is not naturally strong, so the creation of her Eidolon is to give herself powers she wouldn’t have naturally.

3. Hollydiana is a charismatic creature: though she is not naturally beautiful, and doesn’t stand out much on her own, she has an easy smile and a sarcastic sense of humor. She’s easy going and she likes most people.

4. Hollydiana has spent most of her time inside. She’s tinkered and tinkered with her form and her studies without venturing out with them. Her interest in being a badass is purely academic, and she uses an underground scheme of creature-fights to improve and continue to tinker with her shape.

5. Holly doesn’t tell her parents about what she really does – she lives at home as mild-mannered Hollydiana, working at her mother’s flower shop.

Holly's Goals:
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Holly’s constant, forever-goal is to reach perfection. For her, her Eidolon is perfection (or it will be once she finishes it). Her identity has become blurred over the years – Holly doesn’t fully separate herself from her Eilodon’s form anymore.

2. Oh, the campaign is pretty much the goal for her; get her out doing great things! Excitement and adventure! Really my goal is to see how I handle being broken. LOL. Probably badly. :D

Holly's Secret:
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. Hollydiana tries to keep her identities separate. Her parents and family and the people around her mother’s neighborhood don’t know that she participates in the conjurer fights.

2. The runners of the conjurer fights are planning to ‘remove’ Holly from the running soon. She’s gotten far too prominent to be good for business anymore.

Holly's People:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Diara – Holly’s mother. She owns a shop that sells flowers. She’s an elf, and is a quiet kind of wizard. She thinks that Holly is still studying to follow in her footsteps (as a conjurer)

2. Ranna – Holly’s best friend from the fight circuit. Another wizard ( a conjurer), he is one of the only people who knows Holly’s secret identity and life outside. She considers him a friend, though he thinks she’s a little bit crazy.

3. Jornal – Holly’s ‘pit’ boss. He’s in charge of the fights and the circuit of conjuring gladiator-stuff … and he’s gotten quite tired of Holly’s success. She’s been there long enough now that nobody really challenges her anymore, and the money is starting to go out of it…

Holly's Quirks:
Step 5: Describe three memories that your character has. They don’t have to be elaborate, but they should provide some context and flavor.

1. Holly does actually love flowers. Time not spent training or studying or tinkering with her form, she will tend to flowers in her mother’s garden. She likes to wear them in her hair when in her half-elf self.
2. Holly does distinctly remember the first time she merged with her alter-ego. She still feels that rush of power every time she does it, and it an the adrenaline of a fight and winning is her main drive in the universe now. She will look for anything to top the rush … and the fights are beginning to get boring…

3. It has recently occurred to her that she needs to do something more with herself, and so she is looking for opportunities outside of pit fights. Adventuring has always seemed a little bit off the wall and for dangerous crazy people, but Holly is at a tipping point where it might be a good idea to get out of the fight circuit anyway…


Hollydiana wrote:

Here's her background. :D Oh, Holly.

** spoiler omitted **...

Can I please have a list of your evolutions and base starting form?


Her base form is in her alias. Still working on the evolutions. :D


Okay. I think I did that right, it should all be in her alias now. :)


Synthesist, eh? That's just mean on the GM. Well, our party did need a tank.

I've played quite a few; some handy tips:
-Spend a trait to get Bluff/Diplomacy as a class skill; with your CHa, you should be party face.
-Eidolon Anchoring Apparatus. It'll save you and us.
-You haven't got Summon Eidolon on your spells known; get it, otherwise when you sleep you'll be in trouble.
-Maybe grab Shield and Barkskin for some extra AC boosts?
-If you're going the two-weapon fighting route- and I'm not sure how you're doing that considering you're using a Falchion- maybe try out the lethalness of Multiweapon Fighting + as many arms as you can afford?


She can use a falchion because she is Large and she is using two-handed weapons designed for medium creatures.
I dunno if she factored in the penalty for using weapons that are inappropriately sized for her, though.


I wanted a quad, otherwise woulda gone all Shiva on stuff. :) I do need to change her trait though ... still thinking about that one.


Should be factored in cause it was done in Hero Lab and its good at that stuff - I freely admit to being terrible at the math aspects of Pathfinder, though. XD


Holy macarena. Or Holly macarena as the case may be.

I would not be able to do CoT, as I am in the second module in a different PbP, regrettably. If that is a deciding factor, I totally understand (not to mention that Clow is rather kick-ass).


Alright, I'm about to pass out, but before I do, here's the crunch for Ferrek Silvertarn, trapsdwarf extraordinaire.

Crunch:
Ferrek Silvertarn
Male Dwarf Rogue (Trapsmith) 9
CG Medium Humanoid (dwarf)
Init +6; Senses darkvision 90 ft.; Perception +22
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +6 Dex)
hp 90 (9d8+18)
Fort +5, Ref +12 (+3 bonus when set off a trap with a failed Disable Device check, +3 bonus vs. traps), Will +8; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior, evasion, trap sense
--------------------
Offense
--------------------
Speed 20 ft.
Ranged +1 Underwater light crossbow +13/+8 (1d8+1/19-20/x2)
Special Attacks hatred, sneak attack +5d6
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 16, Wis 20, Cha 6
Base Atk +6; CMB +6; CMD 22
Feats Cosmopolitan (Knowledge [arcana], Spellcraft), Extra Rogue Talent (Rogue [Trapsmith]), Improved Stonecunning, Skill Focus (Disable Device), Skill Focus (Perception)
Traits Goldsniffer, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +18 (+14 jump), Appraise +7, Climb +12, Craft (stonemasonry) +9 (+11 on checks related to metal or stone), Diplomacy +2, Disable Device +30 (+34 vs stone traps), Escape Artist +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (local) +15, Linguistics +7, Perception +22 (+26 to locate traps, +26 while in underground terrain, +24 while in urban terrain, +26 to notice unusual stonework, such as traps and hidden doors in stone walls or floors, +26 to hear the details of a conversation or to find concealed or secret objects (including doors and traps), +24 on checks related to metals, jewels, and gemstones), Sense Motive +11, Sleight of Hand +10, Spellcraft +15, Stealth +10 (+14 while in underground terrain, +12 while in urban terrain), Survival +5 (+7 to avoid becoming lost, +9 while in underground terrain, +7 while in urban terrain), Swim +4, Use Magic Device +10 Modifiers rogue talents (canny observer, fast picks, terrain mastery, terrain mastery, trap spotter), careful disarm, craftsman, trap master
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Orc, Undercommon
SQ +4 disable device and trap sense vs. stone traps., favored terrains (underground +4, urban +2), hardy, minesight, mountaineer, slow and steady, stonecunning +4, trapfinding +4
Other Gear +1 Leather armor, +1 Underwater light crossbow, Belt of incredible dexterity +4, Burglar's bracers (1/day), Headband of mental prowess (Int & Wis +2) (Knowled, Ioun stone (dark blue rhomboid), Traveler's any-tool, Wayfinder (1 @ 0 lbs), Thieves' tools, masterwork, 4570 GP
--------------------
Special Abilities
--------------------
+4 Disable Device and Trap Sense vs. Stone Traps. Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Picks (Ex) Can use Disable Device to open a lock as a standard (rather than full-rd) action.
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Goldsniffer +2 Perception for metals, jewels and gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Minesight Dazzled in bright light and -2 to save vs light effects.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Stonecunning +4 +4 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trap Master (Ex) Don't need to exceed DC by 10 to bypass traps, and can change who triggers magic traps.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

The output needs to be cleaned up significantly to be usable, but I have a +22 to +38 bonus for spotting traps (plus one automatic roll when I get close, and a second if it's stonework), and a +30 to +34 to disabling.

On the other hand, my combat plan is going to be 90% "I plink it with a crossbow bolt."

Background to follow in the morning.

GM note: I put an ioun stone in my wayfinder, I'm assuming it has it's standard resonant power. I also have about 4.5k left to spend, so the gear's going to get tweaked around some before I'm done. I just can't do any more tonight.


TRAPDWARF! :D


Hmmm, looking over submissions, I'm starting to get the feeling that I'm going to be way outclassed by a few peeps. Never been a hardcore optimizer, even when I try to emphasize a character's strengths; I'm not a fan of putting all my eggs in one basket. I also have a habit of trying to build characters outside typical expectations.

But perhaps I speak too soon. I do think this character will be a blast to play, so time will tell.


Oh, I'm pretty sure the haxness of some characters won't make much difference in the face of this dungeon. XD

Dark Archive

I just hope that I can hve Kara's stats done in time. I don't get home from work till 7am (EST) thne after stuff arounfd the house get on-line an hour later, then finish the stats up and get them posted...


This dungeon IS more about player skill than character power, it's just having tough characters with a lot of options helps a LOT with some of the encounters.

There isn't a whole lot of player optimization going on right now, anyway. I mean, if they really wanted to, all of the casters would be venerable age and all of the fighters would have 7 in their mental stats (except the paladins, who need high CHA, of course).


Heres my contribution

Haggrim Rothgul, Hobgoblin Alchemist:
Male Hobgoblin Alchemist 8 (Mindchemist) / Ranger 1 (Trapper)

LN Medium Humanoid (Goblinoid)

Init +4; Senses: Darkvision, Perception +13 (+15 when familiar near)

Languages: Common, Draconic, Dwarven, Elven, Goblin, Infernal

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Defense
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AC 24, Touch 14, Flat-footed 20 (+7 armor, +4 dex, +3 shield)

HP 110 (10 (Ranger) + 8d8 (Alchemist) + 36 (Con))

Fort +14, Ref +14, Will +7

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Offense
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Speed 30 ft.

Bombs +12 (4d6 +6)

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Statistics
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Str 12, Dex 16(18), Con 18, Int 18(22), Wis 12, Cha 7

BAB: +7; CMB: +8; CMD: 22

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Feats
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- Brew potion

- Iron Will

- Throw Anything

- Xtra Discovery (Plague Bomb)

- Xtra Discovery (Tumor Familiar)

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Traits
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- Armor Expert (Reduce armor check penalties by 1)

- Child of the Temple (+1 knowledge(religion) and knowledge(nobility), one is a class skill (religion))

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Skills (74 ranks)
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- Appraise[1] +10

- Climb[1] +5

- Craft (Alchemy)[9] +26

- Disable Device[9] +16 (+18 Masterworked tools)

- Knowledge (Arcana)[5] +20

- Knowledge (Dungeoneering)[5] +20

- Knowledge (Nature)[5] +20

- Knowledge (Religion)[5] +21

- Perception[9] +13 (+15 when familiar near, +16 locate traps)

- Slight of hand[9]

- Spellcraft[6] +15

- Stealth[9] +20

- Survival[1] +5 (+6 track)

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Racial Abilities
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- Darkvision

- Sneaky (+4 Stealth)

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Special Abilities
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- Alchemy (+1 pr Alchemist level on Craft(alchemy) checks when crafting, Identify potions as Detect Magic)

- Bombs 18/day (4d6 + 6 fire damage (10 splash))

- Cognatogen (+4 Int, -2 Str, +2 natural armor, 80 minutes duration)

- Discoveries (Confusion Bomb, Force Bomb, Infusion, Smoke Bomb)

- Favoured Enemy (Human(Undead))

- Perfect Recall (Intelligence added twice for knowledge skills and checks to remember something)

- Poison Resistance +6

- Swift Alchemy (Create alchemical items in half the time)

- Swift Poisoning (Apply poison as a swift action)

- Track (+1 pr 2 Ranger levels on Survival check to identify or follow tracks)

- Trapfinding (+1 pr 2 Ranger levels on Perception checks to locate traps, can find magic traps)

- Wild Empathy (Special Diplomacy to improve animal attitude, ranger level + charisma (+1))

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Spells Known
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Extracts Known:

Level 1: Expeditious Retreat,

Level 2:

Level 3:

Extracts Created:

Level 1 (6/day):

Level 2 (6/day):

Level 3 (3/day):

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Equipment
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- Mithral Breastplate +1 (5200)

- Belt of Agility +2 (4000)

- Circlet of vast intellect +4 (16000)

- Cloak of resistance +2 (4000)

- Large wooden shield +1 (1000)

- Hat of Disguise (1800)

- Bag of Holding I (2500)

Hes basically a bomber who also hands out "potions" to his party, with some potential for handling traps. I still have two undecided feats, and havnt selected my extracts just yet. Like Bobson, im a bit too tired to complete it just yet and wanted to get my submission up now just in case.

As for who he is

Background:
Haggrim is a gruff no nonsense hobgoblin who was banished from his homeland when his experiments blew up an entire winter storage and its contents (although that was just the last straw). Forced on the road and into human lands, he quickly learned that his kind wasnt welcome anywhere, no matter how intelligent or well mannered he might be. At first through extracts, later through his hat of disguise, he managed to blend in to some extent, although any permanent residence was never possible. Someone always ended up finding him out, one way or the other.

Forced into a life on the road he soon developed a taste for the adventuring life, and the riches it brought with it. Adventureres being a varied lot and generally more accepting of diversity, he managed to find himself with a steady group with whom he delved many a dungeon and dark forest. However during one particular excursion, he managed to get himself practically crushed to a pulp, most of his bones broken. Only through his concoctions did he manage to make a recovery that would allow him to return to his old profession, although the process took almost a year and left him looking rather grizzly. During that time however, his previous party had not been sitting idle, continuing to brave the world in his absence.

When he went to rejoin them, he learned they had entered the crypt and never returned. He now seeks new companions with whom to enter down into the crypt to learn what happened to his previous companions.

EDIT: What is your stance on the feat Ability Focus and using it with Bombs? There is a precedent for it working, in that the 3.5 Warlocks Eldritch Blast worked with Ability Focus. The two abilities are incredibly similar.


Do bombs have a DC?

Also, totally forgot to mention this. As for health calculation, please do this: For first level, you gain max health. For every level after that, you gain the median health +1. (for example, for a d10 hit die, you would gain 6 health, and for a d6 hit die, you would gain 4 health.) of course plus your CON modifier at every level.

Dark Archive

well finished Kara for level 9

all in the profile


Updated her profile to inlcude appearence and personality


Aaron has also has a description in his profile now.


Leinathan wrote:
Do bombs have a DC?

Not normally, but several of the bomb discoveries produce effects that require a save. That save is 10 + 1/2 level + int.


Anthony Krast wrote:


Leinathan wrote:
Do bombs have a DC?
Not normally, but several of the bomb discoveries produce effects that require a save. That save is 10 + 1/2 level + int.

I'm pretty certain you can take Ability Focus for each effect individually, but you can't take it for "bombs" because the bombs themselves don't have a DC.

------

Ferrek's background:
Most dwarves love crafts. Many of them are quite skilled in at least one form. Some achive great renoun for what they create. Ferrek Silvertarn is not one of them.

Ferrek has always been more interested in taking things apart than putting them back together again. At the age when many of his friends were apprentincing to learn at least the basics of a craft, he worked for a locksmith. Unfortunately, he was a source of endless frustration to his master: He was a genius at opening locks, but had no desire to create them. After one ignored task too many, he was turned out to fend for himself.

At this point, a less principled dwarf might have turned his talents to crime, but Ferrek instead turned to the other traditional trade of the dwarf - the army. As luck would have it, on his first real mission, he was part of a squad sent to push back a minor kobold incursion. This particular tribe of kobolds had devised some exceptionally clever traps, and it was only the newbie's sharp eyes and mechanical talents that kept his squadmates alive. After that mission, Ferrek was reassigned to a special team where his talents would be put to better use. This team specifically focused on designing traps, wards, and other border protections, protecting others from the kobold trapsmiths, and disarming anything left behind when the dwarves left an area or discovered a new ruin.

It is in that last role that the Ferrek has come to enter the Tomb. More interested in the challenge than the fame, he convinced his superiors to send him on this adventure. Having spent decades refining his skills under all types of conditions, he now is prepared to face the most deadly traps known.


Bobson wrote:
I'm pretty certain you can take Ability Focus for each effect individually, but you can't take it for "bombs" because the bombs themselves don't have a DC.

The precedent example of Eldritch Blast actually was FAQed in 3.5

You could take Ability Focus (Eldritch Blast) and have it affect all the different blast shapes. Basic Eldritch Blast didnt have a save either.

Bombs really are just Eldritch Blast with a shorter range and splash damage.


Moving on to the final book of Council of Thieves works for me if selected.

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