
Doombringer the DM |

I will say this much: it is very hard to break this dungeon, but if you minmax enough, then anything I possible. One of my old players walked in with a PC that was both a Paladin and was a construct race, (with full construct traits). He was quickly vetoed.
This second bit goes for everyone. If your build relies in one particular trick, even if you are a magic user (for example if you focused solely on necromancy) you will be sorely disappointed if you find out that something within the Tomb negates that one thing you do really well. Variation is key here.

TarkXT |

TarkXT wrote:Given the nature and background of the tomb I don't think it would be wise to walk in with a necromancer. Particularly if we are likely to have an anti-undead guy in the group.Nature of the tomb? Your characters know nothing about it yet, remember? ;)
It's a "tomb".
With an "ancient and forgotten sorcerer" rumored around it. :P
If they called it the Brothel of Horrors I'd have suggested against monks or any other character who requires direct skin to skin contact.

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I'm thinking of going with the necromancer and having the other two as backup characters in case the first one dies (and as this is the tomb of horrors it's rather likely)
Hmm varried,
Are guns allowed, if not that's fine, I'll just give him a crossbow instead
@tarkxt: a necromancer is exactly who I'd want to have my back in a tomb
well him or a paladin, but going with both is just asking for needless arguememts, unless you have a mature group who can role play that well, or you have a setting where undead are neutral instead of evil, though really mechanically they're no more evil than fiendish animals, and I've seen many a "good" celestial sorcerer specialize in summoning them

Doombringer the DM |

Doombringer the DM wrote:TarkXT wrote:Given the nature and background of the tomb I don't think it would be wise to walk in with a necromancer. Particularly if we are likely to have an anti-undead guy in the group.Nature of the tomb? Your characters know nothing about it yet, remember? ;)It's a "tomb".
With an "ancient and forgotten sorcerer" rumored around it. :P
If they called it the Brothel of Horrors I'd have suggested against monks or any other character who requires direct skin to skin contact.
Brothel of horrors... That's a good idea... Succubi, incubi, and Clerics of Lamashtu/Calistria for everyone!

Doombringer the DM |

I'm thinking of going with the necromancer and having the other two as backup characters in case the first one dies (and as this is the tomb of horrors it's rather likely)
Hmm varried,
Are guns allowed, if not that's fine, I'll just give him a crossbow instead@tarkxt: a necromancer is exactly who I'd want to have my back in a tomb
well him or a paladin, but going with both is just asking for needless arguememts, unless you have a mature group who can role play that well, or you have a setting where undead are neutral instead of evil, though really mechanically they're no more evil than fiendish animals, and I've seen many a "good" celestial sorcerer specialize in summoning them
Give him a crossbow. As for undead, I have always done it like this: If the person who raised them is evil (which most of the time they are) then they appear as evil. If neutral then they appear as neutral (however they are still effected by a Paladin's smite and positive energy still damages them). They never appear as good, even if the person who summoned them was good aligned.

Anon A Mouse |

Well, here's Father Raphael, human Oracle 9. Mundane gear still needs to be bought. In case I wind up getting picked as well as a necromancer, I didn't particularly make him super anti-undead. He's just a lot more ok with hurting undead than other types of creatures. Although a necromancer would have to be careful with where he places his minions because of channeling and consecrating land.
Human Oracle 9 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 30, touch 12, flat-footed 29 (+12 armor, +5 shield, +1 Dex, +1 natural, +1 deflection)
hp 102 (9d8+36+9)
Fort +16, Ref +13, Will +15; +2 vs. death
Resist oracle's curses (tongues)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +6/+1 (1d4/19-20) and
morningstar +6/+1 (1d8)
Ranged sling +7 (1d4)
Special Attacks channel positive energy 7/day (DC 20, 5d6)
Oracle Spells Known (CL 9th; concentration +15):
4th (5/day)—blessing of fervor (DC 20), cure critical wounds, greater path of glory, restoration
3rd (7/day)—communal align weapon, communal resist energy, cure serious wounds, dispel magic, magic circle against evil, neutralize poison, prayer
2nd (8/day)—abeyance, blessing of courage and life (DC 18), communal protection from evil, consecrate, cure moderate wounds, lesser restoration, remove paralysis, silence (DC 18)
1st (8/day)—bless, bless water (DC 17), cure light wounds, detect evil, detect undead, endure elements, hide from undead (DC 17), protection from evil, summon monster i
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 16), read magic, resistance, stabilize, vigor
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 18, Int 13, Wis 10, Cha 22
Base Atk +6; CMB +6; CMD 18
Feats
- Armor Proficiency (Heavy)
- Divine Protection: +Cha to saves
- Fast Learner[ARG]: 2 favored class bonuses/level (spells known and HP)
- Fey Foundling[ISWG]: Weakness to cold iron, but +2 HP/die rolled and +2 saves vs death effects
- Turn Undead
- War Blessing: Can use warpriest blessings 2/day
Traits
- faithful feedback: +1 HP when healing someone who worships Sarenrae
- seeker: +1 perception, and it's a class skill
Skills
Diplomacy +10
Handle Animal +10
Heal +11
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +5
Knowledge (local) +2
Knowledge (nature) +5
Knowledge (nobility) +2
Knowledge (planes) +12
Knowledge (religion) +12
Perception +13
Profession (Priest) +4
Sense Motive +4
Spellcraft +12
Survival +4
Use Magic Device +7
Languages Abyssal, Celestial, Common, Infernal
SQ holy strike, mysteries (mystery [life]), powerful healer, revelations (enhanced cures, life link, channel)
Gear
- feather token (tree)
- wand of cure light wounds
- +3 full plate
- +3 heavy steel shield
- dagger
- morningstar
- sling
- amulet of natural armor +1
- belt of mighty constitution +2
- cloak of resistance +3
- headband of alluring charisma +2
- cracked incandescent blue sphere ioun stone (+1 perception)
- ioun torch ioun stone
- ring of feather falling
- ring of protection +1
- traveler's any-tool
- backpack, masterwork, 1,245 gp
--------------------
Special Abilities
--------------------
Enhanced Cures (+9 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Faithful Feedback Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
Fey Foundling Magical healing works better on you
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
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).
Life Link (9 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 5d6 (7/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Powerful Healer As a swift action when casting cure spell, empower spell for free.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Tongues (Celestial, Infernal) You can only understand and speak two languages in combat.
Turn Undead (DC 20) Your Channel Energy can make undead in 30 ft flee for 1 min.
* He is most likely just delusional.
Not too long ago, Raphael had another dream. He was being chased by undead (this seems to be a theme amongst his dreams for some reason) into some dark, long forgotten place. But the further he ran, the more threats there were. The hallways were lined with dead friends and family. When he awoke, he couldn't remember how the dream ended (although for some reason he had the impression it had to do with some test and someone stealing all his clothes....). And when a few weeks later this odd island appeared, he took it as a sign that Sarenrae wanted him to spread her light to this new location and protect those that would venture inside. So his goal is two-fold.
1) Consecrate territory inside the tomb on behalf of Sarenrae (will probably try to do this about 1/day. Or more if desecrated territory is found)
2) Make sure nobody dies
One other comment: I picture Raphael as having semi-pacifistic tendencies. I mean, he's mostly a healer/buffer, so his focus is on protecting those he's with rather than removing threats. He'll probably use violence only as a last resort, the one exception to that being destroying undead.
- Healer*
- Buffs
- Trained in all knowledges but primarily good with planes and religion
- Amateur disabling traps (AKA summon monster)
Other features:
- Good AC (30/12/29) [except for touch AC]
- Lots of HP (102)
- Good saves (Fort 16, Ref 13, Will 15)
- By default of being Cha caster, decent party face
* If you're already aware of the basic idea behind life oracle healers, you can skip this (or skim it)
- Life link = heal allies 5 HP/rd (while I take damage)
- Know all healing spells
- Healing does an extra 2HP/die + 1 for me
- No cap for healing (so CLW = 1d8+9 instead of 1d8+5)
- 2/day can cast empowered healing
- channel energy (5d6 7/day)

KakkarottoZ |

Level 2, Fighter: 1d10 + 3 ⇒ (4) + 3 = 7
Level 3, Fighter: 1d10 + 3 ⇒ (3) + 3 = 6
Level 4, Fighter: 1d10 + 3 ⇒ (2) + 3 = 5
Level 5, Fighter: 1d10 + 3 ⇒ (8) + 3 = 11
Level 6, Fighter: 1d10 + 3 ⇒ (6) + 3 = 9
Level 7, Chevalier: 1d10 + 3 ⇒ (7) + 3 = 10
Level 8, Chevalier: 1d10 + 3 ⇒ (1) + 3 = 4
Level 9, Chevalier: 1d10 + 3 ⇒ (1) + 3 = 4
Total: 69, duuude.

TarkXT |

Level 9 does give me a lot more leeway with this archaeologist.
Alrighty main submission is progressing.
Mad Hamish is one of the, say, nuttier members of the society. Thankfully survival is really just a matter of practice.

Doombringer the DM |

Doombringer, will you accept SLAs as an early entry means to Prestige classes? And if so, would an appropriate one qualify for Dragon Disciple?
Early entry via SLAs are indeed legal. Just remember that if it's a racial ability, it counts as arcane. (Though I'm sure you are familiar with the FAQs related to the topic)

Doombringer the DM |

Whoops! You're right! I was thinking old-school, I guess. Corrected rolls below; also dropping the fighter level, making rogue my first class.
** spoiler omitted **
I was wondering how you were ever going to survive with... 23 hit points (not including the con modifier... but still...)

KakkarottoZ |

WhtKnt wrote:I was wondering how you were ever going to survive with... 23 hit points (not including the con modifier... but still...)Whoops! You're right! I was thinking old-school, I guess. Corrected rolls below; also dropping the fighter level, making rogue my first class.
** spoiler omitted **
Lots and lots of gaseous form?

The Flame |

Leafripper's backstory:
Long ago, in Varisia, half-elf Leighton Recosa resided in a house in Sandpoint. Until, that is, the goblins came. He watched his mother massacred by a group of goblins, while his cowardly father ran away. Leighton fled into the open arms of the barbarian clan named "The Father's of the Forest" a half-elf clan. Leighton dubbed himself "Leafripper", as he tries to tame the hate for is cowardly father inside. He adventures to try and understand why people would be afraid and flee instead of help another in need.

Potential Victim |

Now with the story and stuff.
Hamish was infamous for his almost photographic memory of the sewers directly beneath Absalom. Thieves would hire him to plot out routes underneath potential marks. Guardsman would slip him gold or food for hints at where certain things might be found some person or another might not want to be found.
Young Hamish might have lived a pretty decent life out of the gutter being a rat catcher or a sewer guide. But, when a group of Pathfinders following a lead to some forgotten ruins under Absalom hired him to lead them to some older parts of the sewers they made an impression on them, and so too did he on them.
Considering a life of exploring not just Absalom's sewers but also numerous other dark places around the world not only sounded more interesting but also way more profitable (did you see the gear these guys were packing?) HAmish decided to make it his ultimate goal to become a Pathfinder member.
For the next couple of years Hamish went to work and called in what favors he could. Back alley assassin's taught him basic swordsmanship, pickpockets taught him the basics of the trade, a hedge sorcerer peddling low cost potions (and illegal drugs) showed him how magic could be done (a talent Hamish displayed but never really developed), and a circus performer showed him how to use bow.
When the time came for Hamish to present himself to the society as a potential member many of those administering the qualification tests were skeptical and he was likely to be rejected until one of the members of that adventuring group that hired him long ago now a high ranking member of the Society vouchsafed for him.
And so Hamish began a rather successful career going into dark and suspicious places and coming out of them alive. He earned his "Mad" moniker for the suicidal tasks he would often take wherein he was often the only survivor. What made him "Mad" was that he would go in again and again carefully listening to all the rumors and clues before going in and coming out bloody and smiling.
If survival could be called a profession Mad Hamish might be called an expert.
Alrighty, and making a back up Investigator character when I inevitably do something stupid.

KakkarottoZ |

Jean Begnoche
Chevalier 3
Strength 16
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16
Two-Weapon Fighting, Improved Two-weapon fighting, Improved Shield bash, Shield Focus, Fast Learner, Combat Reflexes, Weapon Specialization Longsword, Weapon Focus: Longsword, Weapon Focus: Light Shield
Acrobatics(Dex) 3+3+3=9
Bluff(Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha) 9+3+3+1=16
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 9+3+1=13
Knowledge (engineering) (Int)8+1+3=12
Knowledge (local)(Int) 1+1=2
Perform (Cha)
Profession (Wis)
Ride (Dex)
Survival (Wis)
Swim (Str)

KakkarottoZ |

*facepalm* I can't believe I forgot to write this part:
As a child his father changed success in fighting and politics to success as a merchant again, building a significant shipping business for himself, and becoming quite wealthy when Jean was still a child. As a result, Jean's life has been one of relative privilege. It hasn't affected his general demeanor, though. His father felt that the knightly traditions of combat and chivalry are an effective method of teaching discipline in children, so Jean has been instructed in the knightly ways since he was a boy. This linking of martial training and his Galtan heritage have led to Jean frequently joking that he is the "Chevalier of the Society".
He is fairly well-red and has learned a lot about his stance on issues of ethics and morality by a combination of reading the various Galtan philosophers who inspire revolution after revolution even as their ideas get them executed and a very informal reverence for the deity Cayden Cailean. This upbringing of knowledge, martial training
His desire to join the Pathfinder Society came from a friend of his named Gahareth who joined because he wanted to preserve history and learn arcane secrets, and talked Jean into it with the promise of traveling the world. Jean's father threatened to remove his rights to inherit the business if he joined the Pathfinder Society, an organization he called "a bunch of do-nothings" but that only encouraged Jean, because despite his intelligence he found business dull and uninteresting.
Gahareth imagined himself a wizard-to-be, despite his lack of book learning, so he dragged Jean off to any place he thought he could find some arcane tidbit. The young ranger eventually found himself on the wrong end of a vampire's bite in Andoran, an event that for a while dampened Jean's spirits. He has since gotten over it for the most part, but every time he returns to Andoran he goes to the small village of Liberty's Hill two day's ride from Almas to see his grave and pour a glass of liquor from whatever new countries he has been to.
Jean is and has always been a loud and boisterous man, who while educated and capable of acting the intellectual prefers to keep things blunt and simple unless he really needs to demonstrate his educated nature. He enjoys lively music, dancing, eating and drinking. The money he earns from the society allows him these comforts and to see the world (and the many places where dancing and drinking may be had in these exotic locales) so he enjoys his work.

Doombringer the DM |

would I be able to start the game with a small selection of undead, or will I have to make do with whatever creatures found in the tomb
If you can give a really good reason as to why the city guard will not immediately cut them to pieces... Yeah, why not? You're in Absolom at the very start and though I'm pretty sure people here have seen weird stuff... But undead beings are still normally destroyed on sight by your friendly neighborhood positive energy channeling cleric.