Top of the Heap: A PbP adventure for level 18 characters

Game Master Mark_Twain007


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Hello Everyone,
This recruitment is primarily a replacement for a previous one that called for 18th level characters. I and many others submitted for it, and currently no response from our perspective GM, so I decided to make my own. That being said all entries are welcome. The campaign itself is not chosen yet. Looking for 4-5 players

Recruitment will end on Monday 7/31 at 9:00AM EST. Up until that point you may make changes to your characters. That’s right there’s an s there. You may submit 2 characters if you wish. I will review them all and post my decisions on 7/31 or 8/1 depending on number of submissions.

27pt buy
starting level- 18
health- Max health every odd level, half+1 every even.
wealth- wealth by level, no tomes of stat boosting. You may purchase more items or change what you have purchased after the decision is made.
traits- 2 traits no drawbacks. Trait may come from any Paizo source, including Adventure Paths.
crafting- If you can take 10, have the necessary spells (YOU must have the spells) and meet all the requirements you may craft up to 2 items for their crafted value.
classes- all paizo material is open, you may use either the unchained or regular versions of classes. Also note, I do not own the Occult guide, so if you pick one of those classes you may have to teach me how some of your abilities work.
races- core and featured, if you take teifling or aasimar and wish to swap your SLA, you may roll 3 times and chose from the ones rolled.
No spheres of power, No path of War, if you have a 3pp you are just dieing to play, PM me, I will look over it, but don't get your hopes up.
Leadership - NO
Templates - NO
variant multiclassing is allowed
fractional BaB is allowed
Background skills are allowed- special skill bonuses allowed only for rogues
Combat stamina is Allowed- Fighters only
Alignment- any, be sure you can work as a team though

posting requirement - 1 Post per 24 hours on weekdays our you will be ignored/botted. In combat you will be delayed, unless it would probably be detrimental to you, in which case I will play you(which is why that Occult class thing above matters). Weekends are more of a post if you can and we will move forward. There will be some weekends I cannot post. For combat expect to use Google drive documents for maps unless I find something I like better.

Feats- Power attack, piranha strike, and deadly aim are all free feats for everyone.

House Rule: If while attacking you roll a 20, and you roll a second 20 on your confirmation roll, Roll a third time. If it is also a 20 you had a perfect swing/shot. You may choose to either kill the creature you are attacking, or leave it unconscious at -1 HP.

Backstory – If you have one great include it, if not, don’t worry about it. A short description of your character personality is fine.
For all submissions please answer the following questions:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

Your character walks into a bar. What is the first thing they do?

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Please let me know if you have any questions.


List of changes for those who had made characters for rorek55’s recruitment.
Changes
• Templates changed from “I have a plan” to NO
• Unchained Version of classes changed from Must play Unchained version to May choose regular or Unchained
• Leadership to NO. Sorry it’s not a balance thing, it’s about keeping things moving, and concentrating on your character, not his/her following since I’m not yet sure what kind of short adventure this will be.

Please also answer the 5 questions.


Hey there!

My PC is a hobgoblin samurai/pyrokineticist focusing on single-target elimination using Kinetic Blade. I can copy/paste the stats over soon, but they're listed in my 'posts' just a few down.

Or, I guess I could put them here:

Azorn's Stats:
Azorn the Unscathed - CR 17
Male hobgoblin samurai (sword saint) 10/kineticist 8 // VMC barbarian
LE Medium humanoid (goblinoid)
Init +3; Senses Perception +18
--------------------
DEFENSE
--------------------
AC 33, touch 15, flat-footed 32 (+14 armor, +1 Dex, +4 deflection, +4 natural)
hp 277 (10d10+8d8+154)
Fort +24, Ref +17, Will +11 (+5 vs. mind-affecting, +2 vs. fear, +1 vs. poison)
Defensive Abilities uncanny dodge, evasion, greater resolve 5/day, honor in all things 3/day, searing flesh DR 6/- ; DR 9/- vs. challenged target
--------------------
OFFENSE
--------------------
Spd 20ft.
Melee +3 flaming burst keen katana +25/+20/+15/+10 (1d8+12 plus 1d6 fire/15-20 - x2 plus 1d10 fire)
Melee or Ranged flame blast +22/+17/+12/+7 touch (4d6+4/x2)
. . . earth blast +22/+17/+12/+7 (4d6+12/x2)
. . . magma blast +22/+17/+12/+7 (8d6+16/x2)
Special Attacks rage (26 rounds/day), rage powers (accurate stance), challenge (+10, 4/day), weapon expertise (katana), iaijutsu strike (standard, +5d6), brutal slash +5, terrifying iaijutsu (DC 19), way of the samurai, infusions (kinetic blade, blade rush, eruption), elemental overflow
--------------------
STATISTICS
--------------------
Str 22, Dex 16, Con 26, Int 13, Wis 10, Cha 18
Base Atk +16; CMB +21; CMD
Feats Power Attack, Steadfast Personality (1st), Unconquerable Resolve (5th), Vital Strike (6th), Cleave (9th), Cleaving Finish (13th), Improved Vital Strike (17th)
Traits Axe to Grind, Resolute
Skills Diplomacy [15] +22, Intimidate [15] +22, Knowledge (engineering) [15] +18, Profession (soldier) [15] +18, Linguistics [2] +3, Spellcraft [15] +19, Perception [15] +18, Sense Motive [5] +8, Survival [15] +18
Languages Common, Goblin, Giant, Ignan, Dwarven
SQ samurai order (order of the black daimyo), wild talents (fire's fury, fire sculptor, flame jet, kinetic cover), infusion specialization (2), basic pyrokinesis, basic geokinesis, burn, internal buffer

Gear

hobgoblin tyrant's crown (headband of alluring charisma +6/band of the stalwart warrior) - 43,000gp
belt of physical might (str/con) - 90,000gp
jaunt boots - 7,200gp
amulet of natural armor +4 - 32,000gp
juggernaut's pauldrons - 40,000gp
handy haversack - 2,000gp
folding boat - 7,200gp
instant fortress - 55,000gp
ring of survival (ring of protection +4/ring of evasion) - 69,500gp
ring of free travel (ring of freedom of movement/ring of sustenance) - 43,750gp
fogcutting lenses - 8,000gp
versatile vest - 2,000gp
+5 adamantine folding plate - 51,500gp
+3 keen flaming burst adamantine katana - 78,050gp

About your questions:

- I would rather play a modified end to an Adventure Path I think - the last few scenarios or encounters - than a high-level module like the Witchwar Legacy... unless said module looks really narratively fascinating instead of just being a random difficult module.

1. After folding in his folding plate, Azorn loudly demands a very large drink, takes the most comfortable piece of seating nearest the fire (or moves seating over to the fire it it isn't available) and kicks off his boots. He relaxes, taking up as much space and time as he can get away with and drinking a lot without paying for it.

2. Azorn, being a king, would unite a strike force of his greatest warriors and servants. He would travel directly to the home of the wizard and attack head-on with his full strength. Once he had won, Azorn would send hit men after the wizard's entire family, and all of his friends to ensure that revenge would never come to pass.

3. With a ferocious roar, Azorn would charge into combat against the dragon. Knowing that such a creature doesn't have any resistance to his greatest trick, he would challenge the creature. Manifesting a massive hammer made of magma from nothing, Azorn would strike at the creature with all of his strength. The blow would be hard enough to completely shatter the magma hammer, which would spatter hot lava all over the dragon in a massive fire explosion.

Move action: move into combat with dragon. Swift action: challenge the dragon. Free action: enter rage (gain 36 temporary hp) Standard action: Vital strike iaijutsu strike. Take 3 burn to use an empowered magma blast with kinetic blade.

Magma Blade (Elemental Overflow, Rage, Accurate Stance, Power Attack): 1d20 + 22 + 2 + 2 + 5 - 5 ⇒ (11) + 22 + 2 + 2 + 5 - 5 = 37
Magma Blast Damage (Improved Vital Strike, Empowered, Rage, Fire's Fury, Power Attack, Challenge, Iaijutsu Strike): 8d6 + 16 + 16d6 + 38 + 2 + 3 + 15 + 10 + 5d6 ⇒ (5, 1, 4, 2, 1, 4, 3, 5) + 16 + (4, 4, 2, 1, 1, 5, 6, 1, 1, 4, 2, 6, 4, 6, 2, 4) + 38 + 2 + 3 + 15 + 10 + (5, 4, 2, 1, 2) = 176

4. Azorn chooses steak. 30,000gp worth of steak put in his larder should last him for good meals for a long time, and good cows are hard to come by in the mountains where he has his kingdom.


What I'd like to play: I like AP's, particularly if we're picking just the last book or so!

Walks into a bar: Checks for evil outsiders, stand in the corner looking disapproving, try not to hit anyone or get horribly annoyed.

Evil Wizard: I teleport into his base/throne room and give him a good smacking. If anyone else can be convinced to come then help is always good!

Ally: Run in, eat the AAO if need be (AC51 should help), grab the ally and Abundant step back out with the ally. Next round Step back in and lay down smack!

30,000gp: without reading all of UE I'm going to buy servants - that way I can create just about anything! Otherwise, probably mithril cooking utensils - they're completely pointless but make the best pancakes!


HedwickTheWorldly's first submission: Solomon Volstadt (Separatist Cleric of Cayden Cailean 8/Brewkeeper 10)

Questions:
1. I love the idea of either a modified adventure or a brand new/homebrew thing. I think APs often have a lot of continuity and build-up, and for people who haven't played one, the last book seems bizarre out of context.

2. Solomon would enter the bar wearing his Shawl of the Crone, looking like a decrepit old woman. She'd hobble in, find a place by the fire, and start telling stories. She'd taste the local beer, and if it was passable, she'd even pay for it. If it wasn't, she'd simply drink her own, from her pack. She'd tell stories about Solomon, Champion of the Accidental God himself, and his exploits.

3. Well, a chap has to do what a chap has to do, right? If nobody else is paying attention to the goings-on of a terrible evil, I s'pose that means it's a chap's responsibility to handle it. By himself, if necessary. After all, it's what ol' Cayden would've done, and at least it'll make a good story, right? It's better to have friends, of course, and it's more than likely that Solomon could bribe a few with promise of glory, of treasure, of beer. With his colleagues in tow, it would be prudent to storm the front door and solve the problem!

4.
Round 1: Move 30' towards my ally, cast Quickened Breath of Life, cast Time Stop Rounds: 1d4 + 1 ⇒ (1) + 1 = 2
Round 2: Step towards her, touch her, ready action to teleport when Time stop ends.
Round 3: Grumble something about lack of preparation and almost being an Accidental grease stain, today.
Round 4: Time stop ends, teleport both of us to the nearest large city to gather some friends and slay the beast.

5. A fleet of 6 trained Hippogriffs, obviously. All the better to travel the world righting wrongs and doing deeds!


Dotting. I will get a character created by the deadline.

As for what I would play, I would be down for the end of an Adventure Path or something that had a good bit of story to it, whether a module or a custom adventure.


Rosa has leadership so will change that, Ill work out a way to get her sword the way I wish.

5 Questions:

Q1: What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

A modified end of an Adventure path such as Rise of the Runelords.

Q2: Your character walks into a bar. What is the first thing they do?
Waits by the door as most of the customers run out the building. Then stoops walks in and ask the barmen for a red wine and two slices of dry white toast.

Q3: Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Her native homeland is the Hell's, so he must be Chaotic of mad, she files a report and waits to see if she is ordered to pay him a visit. If not she dose nothing, rules are rules, If she is, she will go collect his soul and bring it in for questioning. Arr the bureaucracy of hell.

Q4:Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

Round1

Rosa moves to the fallen hero, she has move 50' and nine lives running to counter any AoO.
She grabs her ally an Dimension hops them both 60' away. While her Intelligent item costs HMW on the fallen ally. 2d8 + 2 ⇒ (4, 4) + 2 = 10 Dimension hops ->Travail Domain

Round2

"The HELLS have come for you WARM! best RUN!"

Kn D 1d20 + 13 ⇒ (5) + 13 = 18 Remember its CE

Intimidation 1d20 + 35 ⇒ (14) + 35 = 49 Dragon to give ally time to self heal, then carry one fight.

Round5:
Cast heal of gate depending on what dragon and ally are doing.

Q4:You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

A single work of great art by a great artist, Something she can place in her office. Rosa likes art.


Hi! I am a late addition to the old thread, and found out the creation of this thread as a wonderful gift! I've never played Pathfinder at such high levels and that would be quite an enriching experience!

My character will finally be a ranged Warpriest. I have more or less in mind the personality and a vague story, and the crunch will be finished between today and tomorrow. But I think I can have a go at the 5 questions!

5 Questions:

1-What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?
I would like to play the one option that ensures the longest and highest quality experience (mostly in that order).

2-Your character walks into a bar. What is the first thing they do?
He will probably look at the customers to check if he recognises anyone (for good or for bad)...
...then check which football team shield is displayed near the TV (to avoid engaging in dead-end arguments over endless beers :P).

3-Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?
OK, this one's tricky. Evil Wizard. Enemy country. Possibilities include talking to the enemy country and try to reach a truce to join forces against the Evil Wizard, getting to spy the Wizard to know about his plans, intervening in the Wizard's conquering agenda, and trying to profit from the (hopefully) joint operations to turn the relations with the said country from enemies to allies. All of this, though, doesn't mean he is qualified for it - specialists for every assignment should be found and trained.

4-Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)
Most probably produce his Reach Metamagic Rod and cast any Cure spell on his ally from Close distance, thus stabilising him and maybe waking him up. I don't think rolls are really needed in this case.

5-You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?
Arrows. Or cheese. Or both. Nah, sod the arrows, bring me more cheese. If you run out of cheese, though, bacon would do.


Rosa Luminass wrote:

Rosa has leadership so will change that, Ill work out a way to get her sword the way I wish.

** spoiler omitted **...

Rosa, I went down the rabbit hole of how your sword works and got slightly lost. Can you describe it for me? The devil is bound in the sword making it more of just an extra powerful intelligent weapon. Is that sort of right?

We can discuss a way to make that work for you.


I'm thoroughly enjoying my choice of questions so far.

I will begin familiarizing myself with characters tonight, so I may have questions for more of you at some point.


Here is Pele, interplanetary traveler, all around good guy, and deadly evoker/summoner. He was in a short lived 15th lvl game, bumped up to 18th and re-geared for the submission.

Spoiler:
Pele Ento’Yoshi
Male Elf Evoker 18
CG Medium humanoid (elf)
Init: +6; Senses: Perception +29; Low-Light Vision, Darkvision 120’
Speed: 30, Languages: Common, Elven, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Undercommon, Boggard, Treant, Drow Sign Language

Defense
AC 29 (Dex +6, Deflection +5, Armor +8) Touch 21 FF 23
HP 180 (18d6+80)
Fort +16 Ref +18 Will +18 (+2 vs enchantment)
Immune: Magical Sleep, suffocation, starvation, thirst

Offense
Melee: quarterstaff +11/+6 (1d6+3) or longsword +11/+6 (1d8+3 19-20/x2)
Ranged: composite longbow +16/+13 (1d8+2 20/x3) Range 110 Ammo: 40
BAB 9 CMB +11 CMD 27

Statistics
Abilities: Str 14 Dex 22 Con 18 Int 30 Wis 12 Cha 10
SQ: Favored Class (Wizard; HP), Keen Senses, Elven Magic, Arcane Bond (Ring), Intense Spells (+9 damage on evocation spells)
SA: Force Missile (3+int/day, 1d4+9 force damage, range 250’), Energy Wall (18 rds/day, as wall of fire but can choose energy type)
Feats: Scribe ScrollB, Spell Focus (Evocation), Greater Spell Focus (Evocation), Spell Penetration, Extend Spell5, Greater Spell Penetration, Eschew Materials, Empower Spell10, Spell Focus (Conjuration), Augment Summoning, Combat Casting, Spell Mastery15, Superior Summoning
Traits: Bastard (+1 sense motive, class skill), Observant (+1 perception, class skill)
Skills: appraise 18+10+3, fly 18+6+3, knowledge (arcana) 18+10+3, knowledge (dungeoneering) 18+10+3, knowledge (history) 18+10+3, knowledge (nature) 18+10+3, knowledge (planes) 18+10+3, knowledge (religion) 18+10+3, linguistics 18+10+3, perception 18+1+3+1+2+4, sense motive 18+1+3+1, spellcraft 18+10+3(+2 to id items), stealth 18+6, survival 0+1+4 (to track underground)
Combat Gear:
Equipment: headband of intellect +6 (perception, sense motive, knowledge(religion), belt of physical perfection +6, cloak of resistance +5, ring of protection +5 (bonded item), ring of invisibility, handy haversack, bracers of armor +8, boots of levitation, clear spindle ioun stone, iridiscent spindle ioun stone, orange prism ioun stone, robe of stars, darksight goggles, stone of good luck, longsword, quarterstaff, dagger, composite longbow (+2), 40 arrows, 50’ silk rope, bedroll, spellbook, pen & ink, belt pouch, chalk, charcoal stick, mage’s sword focus (miniature platinum sword), resplendent mansion focus (gemstone cornerstone)everburning torch
Coin 19,175 gp
Carried Weight: 17 lbs

Spells Prepared: (CL 19, Concentration +31 (+35 cast defensively), DC Spell Level +10, Evocation +12, Conjuration +11 / Prohibited Schools: Necromancy, Illusion)

[b]Cantrips: dancing lights, detect magic, message, prestidigitation

1st: burning hands, charm person, feather fall, grease, identify, mount, protection from evil, floating disk

2nd: see invisibility, web, extended feather fall, protection from energy, extended shield (2), extended mage armor, scorching ray

3rd: extended see invisibility, extended flaming sphere, empowered magic missile, tiny hut, haste, fly, fireball

4th: arcane eye, wall of ice, extended greater magic weapon, extended tiny hut, empowered scorching ray, extended magic circle against evil, lesser globe of invulnerability

5th: teleport, wall of force, extended resilient sphere, extended wall of ice, empowered fireball, cone of cold, summon monster VII

6th: extended wall of force, chain lightning (2), disintegrate (2), summon monster VI

7th: control weather, greater teleport, summon monster VII, mage’s sword, delayed blast fireball

8th: clenched fist, summon monster VIII, empowered disintegrate, telekinetic sphere, mind blank

9th: mass icy prison, gate, summon monster IX, resplendent mansion[/b]

Spellbook:
0th: All except Necromancy
1st: [i]burning hands, charm person, enlarge person, feather fall, floating disk, grease, identify, mage armorM, magic missile, mount, protection from evil, shield

2nd: flaming sphere, scorching rayM, see invisibility, web
3rd: hasteM, fireballM, flyM, greater magic weapon, tiny hut
4th: arcane eye, globe of invulnerability, lesser, resilient sphere, stone shape, wall of ice
5th: cone of cold, teleportM, overland flightM, wall of force
6th: chain lightningM, contingency, disintegrateM, summon monster VI
7th: greater teleport, mage’s swordM, delayed blast fireball, control weather
8th clenched fist, summon monster VIII, telekinetic sphere, mind blank
9th: crushing hand, mass icy prison, gate, resplendent mansion

Summoning Spellbook
1st: summon monster I
2nd: summon monster II
3rd: summon monster III, magic circle against evil, magic circle against good
4th: summon monster IV
5th: summon monster v
6th: planar binding
7th: summon monster VII
8th: greater planar binding,
9th: summon monster IX,

Description: Pele stands 6’ tall, weighing 130 lbs. He has the typical reedy frame of most elves, with pale skin and light blue eyes. Unlike most elves, he wears his hair closely cropped to his head, with a narrow leather headband around his brow, bearing a single blue gem directly between his eyes. He wears dark red and black robes, with a heavy hooded cloak over all. A longsword, longbow, and dagger sit in sheathes on his person, while he carries a stout carved quarterstaff in hand. Several gemstones cut into intricate designs rotate around his head.

Personality: Pele learned very early in life that nothing comes without a cost. Through years and years of dedicated study, he mastered the elemental powers of magic, favoring fire and the pure destructive energies therein. His father, a potent wizard and sage himself, beat any idea of the use of necromancy out of the young elf, to the point that he will target undead creatures and the wielders of necromantic magic almost above all others in combat. He also learned how to master the difficult art of casting while under duress and dangerous situations. He now travels the lands far and wide, seeking out new knowledge and ferreting out the forces of undeath to burn where he can.

Background: Pele grew up hard, for an elf. The bastard son of a high counselor, he was made to know his place early and often. He spent his early decades cataloguing scrolls, shelving books, and working essentially as a slave/apprentice to his father. While not quite a social outcast, Pele took to the studies hard, in an (ultimately futile) attempt to garner true acceptance from his father. Luckily, he possessed the drive and natural ability to really master the arcane arts, and pulled himself out of that social standing through that work. Having mastered his magic, he now travels as if a forlorn elf, seeking adventure, companionship, knowledge and the chance to do some real good in the world.

Questions 5:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

I am down for whichever the GM is more interested in. Fun interplay and a switched on GM is crucial for high level play, I've found

Your character walks into a bar. What is the first thing they do?

Assuming no threats present themselves right away, head to the bar and order a bottle of wine. If delicious, consider buying a case (or barrel) for the road.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Travel to known allies of the more martial/divine variety and offer to sponsor a campaign against the baddy. If all else fails, contact evil wizard and try to negotiate a pre-emptive peace, offering spellcasting & research help if needed.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

Move to stand over ally, cast telekinetic sphere, then teleport or gate out of there to healer allies.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

15 Mastodons. Then recruit a whole bunch of Ulfen or Irriseni to go a dragon-hunting in the Land of the Linnorm Kings, to go on the lookout for a crown.


I had submitted a brawler to the other game, but I kicked around a few ideas and decided that I'm going to make a vigilante (as I'm not sure how a high-level one plays).

With that in mind, here are the answers to my 5 questions:

What would you rather play: a modified end of an Adventure path such as Rise of the Runelords

Your character walks into a bar. What is the first thing they do? Shut out the lights as it will make taking out the guards easier.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do? Infiltrate the wizard's tower and disrupt his logistics planning.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

Engage the Dragon. that idiot never should have went running in without being about to handle it.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose? Masterwork Tools


Dot


Dotting and will adjust the character soon.


GM MT007:

GM MT007 wrote:


Rosa, I went down the rabbit hole of how your sword works and got slightly lost. Can you describe it for me? The devil is bound in the sword making it more of just an extra powerful intelligent weapon. Is that sort of right?

We can discuss a way to make that work for you.

A Rabbit hole it is too, but it works by the games mechanics.

In a nut shell its this Magic Item Possession

Outsiders and incorporeal undead are more likely to have the ability to inhabit objects than other creatures.

She also has Miracle as all Hounds of Hell have calling a Devil to bind into thire weapon of office. In this case, her case +5 Great sword.

In this way she bound the Devil into the weapon where it can use its Ex Su and other powers but has the from of a sword.

Leadership was to bind it as a cohort to her will

I think she can still do it, with out leadership just making it a possessed item.


Drogar:

Drogar White-Tusk
Male half-orc (mystic) barbarian (invulnerable rager) 18
CN Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +25
—————
Defense
—————
AC 33, touch 16, flat-footed 27 (+11 armor, +5 Dex, +1 dodge, +6 natural)
hp 279 (18d12+108)
Fort +24, Ref +18, Will +19; +12 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, fortification 75%, indomitable will, sacred tattoo; DR 18/lethal, 9/—;
Resist cold 5, extreme endurance, immune to fear
—————
Offense
—————
Speed 40 ft.
Melee +5 called adamantine naginata +35/+30/+25/+20 (1d8+23/19-20/×4)
Power attack + rage: +33/+28/+23/+18 (1d8+42/19-20x4)
Ranged +1 adaptive darkwood composite longbow +24/+19/+14/+9 (1d8+13/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 called adamantine naginata)
Special Attacks greater rage (44 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, ghost rager, mighty swing, spell sunder, superstition +12, unexpected strike, witch hunter)
—————
Statistics
—————
Str 34, Dex 20, Con 22, Int 9, Wis 18, Cha 17
Initial Stats: Str 17 (19 with +2 race), Dex 14, Con 15, Int 9, Wis 12, Cha 11
Attribute bonuses: +1 Con at 4th level, +1 Strength at 8th, 12th, and 16th
+6 Strength belt
+6 inherent bonus to Strength from Eldritch Heritage at 17th level
19+3+12=34 Strength
Base Atk +18; CMB +30; CMD 46
Feats Combat Reflexes, Dodge, Eldritch Heritage, Endurance, Greater Eldritch Heritage, Improved Critical (naginata), Improved Eldritch Heritage, Iron Will, Power Attack, Raging Brutality, Skill Focus (Survival)
Traits fate's favored, reactionary
Skills Acrobatics +20 (+24 to jump), Climb +15, Handle Animal +24, Intimidate +15, Lore (Barbarian tribes) +20, Perception +25, Survival +25, Swim +15
Languages Common, Orc
SQ fast movement, fearless, orc blood, tireless rage, touch of rage
Combat Gear potion of fly (x3), potion of enlarge person (x10); Other Gear +5 heavy fortification mithral breastplate , +1 adaptive darkwood composite longbow , +5 called adamantine naginata, arrows (60), amulet of natural armor +4 , belt of physical perfection +6, boots of speed, efficient quiver, headband of mental prowess +6 (Wis, Cha), ring of evasion, ring of freedom of movement, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 172 gp
—————
Special Abilities
—————
Beast Totem +5 (Su) +5 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5)
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to cold climate effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) Immunity to fear, and your natural armor bonus increases to +2.
Fortification 75% You have a chance to negate critical hits on attacks.
Ghost Rager +6 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Orc Bloodline Arcana
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (44 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+6) Add Constitution bonus on damage rolls
Sacred Tattoo +1 to all saves.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level
Superstition +12 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Touch of Rage +9 (6/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.

Physical Description:

Drogar is a 6'10" immensely muscular and yet oddly handsome half-orc with grey skin and green eyes. He has one protruding white tusk. He is garbed in winter clothes, including a polar bear cloak and wolfskin pelts for pants and boots. He wields a polearm with an adamantine blade said to have been forged from the tooth of a white wyrm dragon.

Responses to questions:

1. I prefer modified end to AP.
2. When Drogar enters a bar, it is to eat and drink and slap wenches' asses. Later, after eating and drinking the place dry, he tries to intimidate his way out of paying the bill. If that does not work, he runs a tab (see answer #4).
3. Drogar is wary of all magic but especially hates evil wizards so he will gather allies to go kill the lich. He tolerates clerical magic to a limit.
4. Upon seeing the dragon, Drogar grips his weapon and chuckles, "Should have stayed in the air, ya fool. Now I'm going to mount yer head on my wall and pay my bar bill with yer treasure!"
Free action - cast Haste from boots; then rages, turning more bestial; he then charges the dragon, taking AoO, but pouncing upon the beast and getting a full-attack vs. 41 AC (normal AC for Great Wyrm):
Bonuses: +5 damage since dragon has SLAs.
Hasted power attack charging pounce: 1d20 + 36 ⇒ (7) + 36 = 43
Damage: 1d6d8 + 47 ⇒ (5) + 47 = 52
Power attack: 1d20 + 36 ⇒ (17) + 36 = 53
Damage: 1d8 + 47 ⇒ (4) + 47 = 51
Power attack: 1d20 + 31 ⇒ (7) + 31 = 38...miss
Power attack: 1d20 + 26 ⇒ (8) + 26 = 34...miss
Power attack: 1d20 + 21 ⇒ (3) + 21 = 24...miss
At least, Drogar got the dragon's attention with 103 damage and hope he ignores fallen companion and with over 300 hps while raging and 35 AC, he may be able to survive a round.

5.UE includes lodging and services. If that is allowed, Drogar would spend 30,000 gp on escort/companion services (high price of 10 gp per session) so he is good for 3000 female visits (almost 10 years' worth) to put a smile on his face.


I have done her sword and items to match new rules GM.


Here's my second character entry (Solomon is the first). I'll write up answers to your excellent questions tomorrow!

Statblock:

Nkondo Tambor
Human Magaambyan Initiate 9/Magaambyan Arcanist 9
NG Medium Humanoid (Human)
Init +5; Senses Darkvision 120 ft., Perception +31

Defense
AC 39, Touch 25, Flat-Footed 34 (+5 Dex, +5 Shield, + 8 Armor, + 5 Natural, + 5 Deflection, +1 Insight)
HP 189 (18d6 + 90 + 9 FCB)
Fort + 16, Ref +16, Will +16 (Cloak of Resist +5 included)
Defensive Abilities Cap of the Free Thinker 1/day,

Offense
Speed 30 ft.
Melee
Ranged

Arcanist Spells Prepared (CL 18th; concentration +35)
9th - (3/day, 1 slot)
8th - (5/day, 2 slots)
7th - (5/day, 3 slots)
6th - (6/day, 3 slots)
5th - (6/day, 4 slots)
4th - (6/day, 4 slots)
3rd - (6/day, 4 slots)
2nd - (7/day, 5 slots)
1st - (7/day, 5 slots)
0 - (9 slots)
Statistics
Str 8, Dex 20, Con 20, Int 30, Wis 10, Cha 18
Base Atk +8; CMB +7; CMD 19

Feats Scholar, Spell Mastery, Intensified Spell, Extra Arcanist Exploit, Craft Wondrous Item, Spell Focus (Evocation), Greater Spell Focus (Evocation), Persistent Spell, Dazing Spell, Quicken Spell, Spell Perfection (Fire Snake)
ExploitsPotent Magic, Dimensional Slide, School Understanding (Admixture)

Traits Seeker, Magical Lineage (Fire Snake)

Skills (234 ranks, 36 background ranks)
Perception +21 (18 ranks + 3 class)
Diplomacy +25 (18 ranks + 3 class + 4 Cha)
Fly +20 (12 ranks + 3 class + 5 Dex)
Spellcraft +31 (18 ranks + 3 class + 10 Int)
Stealth +26 (18 ranks + 3 class + 5 Dex)
Sense Motive +21 (18 ranks + 3 class)
Use Magic Device +25 (18 ranks + 3 class + 4 Cha)
Knowledge (Arcana) +31 (18 ranks + 3 class + 10 Int)
Knowledge (Dungeoneering) +31 (18 ranks + 3 class + 10 Int)
Knowledge (Local) +31 (18 ranks + 3 class + 10 Int)
Knowledge (Nature) +31 (18 ranks + 3 class + 10 Int)
Knowledge (Planes) +31 (18 ranks + 3 class + 10 Int)
Knowledge (Religion) +31 (18 ranks + 3 class + 10 Int)

Knowledge (Geography) +22 (9 ranks + 3 class + 10 Int)
Knowledge (History)+22 (9 ranks + 3 class + 10 Int)
Knowledge (Nobility) +22 (9 ranks + 3 class + 10 Int)
Knowledge (Engineering) +28 (15 ranks + 3 class + 10 Int)

Languages Common, Elven, Sylvan, Dwarven, Halfling, Giant, Undercommon, Draconic, Celestial, Aklo, Infernal

Special Qualities

Gear
Belt Slot - Belt of Physical Might +6 (Dex, Con) -90,000
Body Slot -
Chest Slot - Robe of Eyes (Crafted) - 120,000
Eyes Slot - Lenses of Figment Piercing - 12,000
Feet Slot -
Hand Slot - Gloves of Elvenkind -7,500
Head Slot - Cap of the Free Thinker - 12,000
Headband Slot - Headband of Mental Superiority +6 (Int/Cha) (Crafted) -45,000
Neck Slot - Hand of Glory - 8,000
Shoulders Slot - Treeform Cloak - 6,000
Wrists Slot - Bracers of Armor +8 - 64,000
Ring 1 Slot - Ring of Freedom of Movement -20,000
Ring 2 Slot - Ring of Protection +5 -50,000
Ring 3 Slot - Ring of Invisibility - 20,000
Armor -
Hand 1 -
Hand 2 - +5 Mithril Buckler - 26,005
Slotless:
Lesser Metamagic Rod of Extend Spell - 3,000
Lesser Metamagic Rod of Rime Spell - 3,000
Blessed Book - 12,500
Bag of Holding III - 7,400
Clear Spindle Ioun Stone (sustain w/o food or water) -4,000
Dusty Rose Prism Ioun Stone (+1 Insight to AC) -5,000
Orange Prism Ioun Stone (+1 Caster Level) -30,000
Handy Haversack -2,000

Consumable:
Spellbook costs - 34,845gp
7,750 gp (miscellaneous mundane items and spell components to be determined later)

Spellbook (Blessed Book):

0: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation - Cost: 0
1: Mage Armor, Magic Missile, Charm Person, Floating Disk, Ear-Piercing Scream, Silent Image, Feather Fall, Vanish, Endure Elements, Shield, Grease, Mount, Snowball, Stone Shield, Unseen Servant, Heightened Awareness, Identify, Gentle Breeze, Burning Hands, Disguise Self, Ventriloquism, Ant Haul, Burning Disarm, Crafter's Fortune, Enlarge Person, Reduce Person, Liberating Command, Monkey Fish - Cost: 300 gp
2: Arcane Lock, Communal Endure Elements, Resist Energy, Glitterdust, Stone Call, Fog Cloud, Communal Mount, Stone Discus, Web, Greater Detect Magic, See Invisibility, Burning Arc, Burst of Radiance, Darkness, Gust of Wind, Scorching Ray, Invisibility, Mirror Image, Blindness/Deafness, Boneshaker, False Life, Alter Self, Knock, Visualization of the Mind, Visualization of the Body, Fox's Cunning, Eagle's Splendor Cost: 1,800 gp
3: Dispel Magic, Communal Resist Energy, Nondetection, Mad Monkeys, Phantom Steed, Stinking Cloud, Arcane Sight, Tongues, Heroism, Suggestion, Battering Blast, Chain of Perdition, Daylight, Fireball, Lightning Bolt, Hydraulic Torrent, Wind Wall, Invisibility Sphere, Major Image, Ray of Exhaustion, Communal Darkvision, Fly, Haste, Slow, Greater Magic Weapon, Water Breathing - Cost: 3105 gp
4: Dimensional Anchor, Communal Protection from Energy, Remove Curse, Stoneskin, Black Tentacles, Communal Phantom Steed, Dimension Door, Locate Creature, Scrying, Dragon's Breath, Ice Storm, Resilient Sphere, Telekinetic Charge, Wall of Ice, Shadow Conjuration, Greater Invisibility, Bestow Curse, Greater False Life, Stone Shape, Warp Metal - Cost: 4,080 gp
5: Break Enchantment, Life Bubble, Mage's Private Sanctum, Communal Stoneskin, Cloudkill, Major Creation, Teleport, Telepathic Bond, Dominate Person, Feeblemind, Cone of Cold, Fire Snake, Icy Prison, Interposing Hand, Wall of Force, Phantasmal Web, Dream, Shadow Evocation, Baleful Polymorph, Echolocation, Fabricate, Polymorph, Telekinesis, Transmute Rock to Mud, Transmute Mud to Rock, Overland Flight, Permanency - Cost: 6,750 gp
6: Antimagic Field, Greater Dispel Magic, Guards and Wards, Getaway, Greater Shadow Enchantment, Telepathy, Chain Lightning, Cold Ice Strike, Sirocco, Disintegrate, Flesh to Stone, Stone to Flesh, True Seeing - Cost: 6,240 gp
7: Banishment, Mage's Magnificent Mansion, Greater Teleport, Forcecage, Prismatic Spray, Mass Invisibility, Greater Shadow Conjuration, Greater Polymorph, Reverse Gravity, Limited Wish - Cost: 7,350 gp
8: Mind Blank, Prismatic Wall, Maze, Incendiary Cloud, Moment of Prescience, Stormbolts, Telekinetic Sphere, Greater Shadow Evocation, Horrid Wilting, Polymorph Any Object - Cost: 9,600 gp
9: Imprisonment, Mage's Disjunction, Gate, Foresight, Meteor Swarm, Shades, Time Stop, Wish - Cost: 9,720 gp
Magaambyan Initiate Druid Spells (cost 1 point to cast):
1st level - Goodberry, Faerie Fire, Cure Light Wounds
2nd level - Barkskin, Lesser Restoration
3rd - Remove Disease, Greater Longstrider
4th - Reincarnate, Control Water

Magaambyan Arcanist Druid Spells:
3rd level - Neutralize Poison, Plant Growth
4th level - Freedom of Movement, Flame Strike
5th level - Control Winds, Tree Stride
6th level - Ironwood, Repel Wood
7th level - Heal

Cleric Good Domain Spells:
1 - Protection from Evil
2 - Align Weapon (Good only)
3 - Magic Circle Against Evil
4 - Holy Smite
5 - Dispel Evil
6 - Blade Barrier
7 - Holy Word
8 - Holy Aura
9 - Summon Monster IX (Good only)


Okay, here is my submission. I took one of my PFS characters and made appropriate changes.

Danielle Corsin | Wraith:

TN | NG Half-Orc Vigilante 18

STR 14/20
DEX 18/26
CON 14/20
INT 12
WIS 12/18
CHA 14/20

HP 243
AC 39 (10 base, +8 Dex, +5 Deflection, +8 Armor, +1 Dodge, +7 shield), Touch 24, Flat-Footed 30
BAB 18 CMB +25, CMD 47
Init +8

Fort +12
Ref +26
Will +22

Speed 50'

Unarmed Strike:
Normal: +34/29/24/19 to hit (29/24/19/14 w/PA); 1d3+28 (38 w/PA); 20/x2 crit

Non-Lethal: +40/35/30/25 to hit (35/30/25/20 w/PA); 1d3+34 (44 w/PA); 20/x2 crit

Shuriken:
Normal: +27/22/17/12 to hit (+28/23/18/13 w/PBS); 1d2+6 damage (+7 w/PBS); 20/x2 crit
w/Bane: +29/24/19/14 to hit (+30/25/20/15 w/PBS); 1d2+2d6+8 damage (+9 w/PBS); 20/x2 crit
Deadly Aim: +22/17/12/7 to hit (+23/18/13/8 w/PBS); 1d2+16 damage (+17 w/PBS); 20/x2 critk
w/Bane: +24/19/14/9 to hit (+25/20/15/10 w/PBS); 1d2+2d6+18 damage (+19 w/PBS); 20/x2 crit

Skills: Acrobatics r18 +11, Bluff r4 +15, Climb r2 +12, Disable Device r18 +29, Disguise r18 +29/49, Escape Artist r18 +29, Intimidate r1 +11/19, Perception r18 +30, Sense Motive r6 +13, Sleight of Hand r4 +15, Stealth r18 +50, Swim r2 +12, UMD r18 +29

Background Skills: Linguistics r18 +22, Knowledge (Engineering) r18 +22

Feats: Blind-Fight, Diehard, Dodge, Endurance, EWP (Shuriken), Fast Learner, Greater Blind-Fight, Hellcat Stealth, Improved Blind-Fight, Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Shield Focus, Skill Focus (Stealth), Weapon Finesse, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Weapon Versatility (Unarmed Strike)

Traits: Fate's Favored, Quain Martial Artist

Alternate Racial Traits: Sacred Tattoos, Shaman's Apprentice

Class Features: Dual Identity, Frightening Appearance, Seamless Guise, Startling Appearance, Stunning Appearance, Unshakable, Vigilante Specialization (Avenger)

Social Talents: Any Guise, Everyman, Immediate Change, Many Guises, Mockingbird, Obscurity, Quick Change, Safehouse

Vigilante Talents: Fist of the Avenger, Lethal Grace, Returning Weapon (Shuriken), Shadow's Speed, Signature Weapon (Unarmed Strike), Strike the Unseen, Sure Footed, Take 'Em Alive (+6), Unkillable

Equipment: (506695) +5 Amulet of Mighty Fists, +6 Belt of Physical Perfection, +6 Headband of Mental Might (Wis, Cha), +5 Ring of Protection, +5 Cloak of Resistance, +5/Brawling/Darkleaf Cloth Spider-Silk Bodysuit, +1/Bane (Undead) Shuriken x50, 1/Bane (Evil Outsider) Shuriken x50, 1/Adamantine/Bane (Construct) Shuriken x50, Eyes of The Eagle, Circlet of Persuasion, +5 Buckler

Consumables: Wand of Divine Favor (50 Charges), Wand of Lesser Restoration (50 Charges), Wand of Cure Light Wounds (50 Charges), Wand of Comprehend Languages (50 Charges), Scroll of Teleport x2, Scroll of Plane Shift x2, Scroll of Heal x2, 8755 gp


Just a dot. Will work on something later

thinking perhaps a ranger/planeswalker


Another Inn:

The war with the undead was over, now new dangers where to be found in the world. But not today, today she needed a drink a place to sit down.
Rosa stoops and steps into the Inn true, then waits by the door as a few of the customers run out the building. Seems some owed debts to the Hells. Then stooping in she ask the barmen for a red wine and two slices of dry white toast. Heading over to the Fire and pulling out her own seat sits by it. Lights a Cigar and sits back waiting to see whose in.


Dot. Thanks for taking up the job of GM.


Hello! Father Laszlo is Jereru's Warpriest/Evangelist of Milani. Crunch is coming soon, don't turn off your TVs!


Questions:
What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

Since I rarely get to the end of one, I would prefer the end of one of the AP's.

Your character walks into a bar. What is the first thing they do?

Depends on the day she's had. Awful: large ale and a quiet corner. Good: tip the bard and listen to something nice. Excellent: Start hiring new people to be part of her crew.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

She's no pirate but that doesn't mean she doesn't know how they work. She'd try to help by hiring out her services as a privateer for the enemy nation under the condition she would only attack vessels under the wizard's command. She'd also try hit and run tactics to disrupt logistics using constant powerful storms.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

With divinely granted wings Chell swoops in past the dragons snapping jaw and swiping claws, Maybe taking an attack of opportunity to land near her fallen ally. She raises her shield to fend off its attacks while placing a hand on their dying companions shoulder. A pulse of light shoots through her comrade, bouncing them off the ground and shocking them back to life.

Probably have Angelic aspect and wings. Fly in and cast Heal restoring 200 hp in an instant (ring of curing). A 1 on concentration is is enough to pass for cast defensively so auto succeed. Might add a quickened Blessing of Fervor. Never played a high level caster with metamagics.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Spend 15,000 to buy 1.5 million candles (1cp a piece). Once I buy all the candles I'll use the remaining 15,000 to fund a candle making company and create a monopoly.


Finally dropped off the Evangelist! Warpriest (Arsenal Chaplain) 18 it is. Crunch is about to be finished, only some magic item purchases will be hanging on till probably the selection day (or after).

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Figure I'd ask again. Qualify for prerequisites with SLA?

Edit: for mystic theurge the difference would be in spells 9th wiz/ 6th cleric

Vs

Non sla is 8th wiz / 7th cleric


I don't know how you could keep up with some many spells.


I'm going to agree with rorek55 and go with No on the SLA

Saashaa wrote:

Figure I'd ask again. Qualify for prerequisites with SLA?

Edit: for mystic theurge the difference would be in spells 9th wiz/ 6th cleric

Vs

Non sla is 8th wiz / 7th cleric

I believe that was the only question for me. Let me know if I missed you, looking forward to all the options!


questions:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?
I'd go for Moonscar or the homebrew, since I'm not familiar at all with either.

Your character walks into a bar. What is the first thing they do? He'd order a bottle of the best wine in the house and a glass. Lefty's a bit of a wine snob.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do? He'd tell Queen Telandia. She knows him well, and she'd listen.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!) He'd already be invisible, and most likely flying.

Lefty would cast Time Stop, pick up his friend, and use his Robe of Stars to whisk her/him away into the astral plane. There, he would use his wand of CLW to get the friend conscious and able to fight. Then, they'd plot their revenge.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose? Easy. Wine! He'd go for the finest available, and put 2000 bottles of it in his wine cellar. He should live long enough to drink it all, if he paces himself.


Nkondo's answers to GM MT007's questions:

1. What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

I'd be game to play any of the options above, though I'd love for the end of an AP to be modified such that it makes sense as a standalone adventure.

2. Your character walks into a bar. What is the first thing they do?

Find the bar's lucky cat (there's always at least one, to catch the mice!) and befriend it. Then sit at the bar and pet it while reading a book and keeping to himself.

3. Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Nkondo would begin arming people in border villages with Ironwood weapons and armor, so they could defend themselves if his plan goes sour. Then he'd scry on the enemy wizard to learn whatever he can about the specifics of the plan. Next, he'd teleport into the wizard's tower/fortress invisibly, and try to steal his spellbook and plans. Afterwards, he'd bring them to his teachers and mentors in the Magaambyan College, a place he knows to be well-defended. After convincing the college to mobilize, he'd face the enemy wizard 1:1, though his foe has been denied access to his spellbook.

4. Working through this now. Will post separately.

5. You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing.
Spellbooks. All of the books. For a library, and for his potential one-day students back at Magaambya, where he hopes to become Headmaster.


4. Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!) He'd already be invisible, and most likely flying.

Round 1:

Will Save v. Frightful Presence: 1d20 + 16 ⇒ (20) + 16 = 36
Always-on Buffs: Mage Armor, False Life, Mind Blank, and Overland Flight
False Life: 2d10 + 10 ⇒ (7, 8) + 10 = 25

Nkondo, upon seeing his friend in dire straits, would immediately jump into action. There isn't much time before things become quite grim, so the first thing to do is attempt to shatter the Dragon's mind, leaving it a much less threatening opponent, and then buy himself some time.

Swift: Quickened Feeblemind (Potent Magic to increase DC) (DC 27), -1 Arcane Reservoir point (7/8)
Dragon Will Save -4 for being Arcane caster: 1d20 + 21 - 4 ⇒ (9) + 21 - 4 = 26 Dragon fails!
Standard: Time Stop Time Stop: 1d4 + 1 ⇒ (3) + 1 = 4
Move: Move 30' towards my ally
Spell slots used: 1x1, 1x2, 1x5, 1x8, 2x9

Round 2 (Time Stop Round 1/2):

There, now I have some breathing room Nkondo thinks to himself, as he looks down at his friend, bleeding on the ground. Still not sure how I'm going to get you out of here. Guess I'd better just kill the damned evil beast. With that, the Mwangi man rolls up his metaphorical and mental sleeves and gets to work.
Swift: Quickened Communal Resist Energy (Acid)
Standard: Barkskin (Self)
Move: n/a
Spell slots used: 1x1, 2x2, 1x5, 1x6, 1x8, 2x9

Round 3 (Time Stop Round 2/2):

Still not tough enough to survive more than a couple of hits from that beast...time to start leveling the playing field before things get real bad.

Swift: Quickened Mirror Image Mirror Image: 1d4 + 6 ⇒ (2) + 6 = 8
Standard: Cast Invisibility on ally
Move: Fly up 50' (50' above the dragon)

Spell slots used: 1x1, 2x2, 1x5, 1x6, 1x8, 2x9

Round 4 (Time Stop 3/4):

Swift:
Standard: Wall of Force (CL 19) 30' tall, 60' wide between the dragon and my ally
Move:

Spell slots used: 1x1, 2x2, 2x5, 1x6, 1x8, 2x9

Round 5 (Time Stop 4/4):

Swift: 5' step up and back (now 55' above Dragon)
Standard: Persistent Rime Ice Storm on dragon (bump DC to 26, Arcane Reservoir 6/8)
Spell Resistance: 1d20 + 24 ⇒ (12) + 24 = 36
Cold Damage (Ignoring Bludgeoning because DR): 2d6 ⇒ (5, 6) = 11
Dragon Reflex Save DC 26: 1d20 + 14 ⇒ (14) + 14 = 28
Spell slots used: 1x1, 2x2, 2x5, 2x6, 1x8, 2x9

Round 6:

Rolling Inititative here because it's the first time it matters
My Inititative: 1d20 + 5 ⇒ (17) + 5 = 22 I go first!
Dragon Inititative: 1d20 + 3 ⇒ (19) + 3 = 22

Swift: Quickened (Free) Dazing Intensified Rime Cold Admixture Fire Snake (DC 29, burning 1 point on CL bump, Arcane Reservoir 5/8)
Damage: 20d6 ⇒ (5, 5, 2, 5, 1, 1, 1, 5, 6, 1, 3, 2, 6, 6, 3, 1, 2, 6, 1, 3) = 65
Spell Resistance: 1d20 + 21 ⇒ (20) + 21 = 41
Dragon Reflex v. Damage Save DC 29: 1d20 + 14 ⇒ (3) + 14 = 17
Dragon Reflex v. Entangle Save DC 29: 1d20 + 14 ⇒ (9) + 14 = 23

Full-Round: Dazing (Free) Intensified Fire Snake (DC 29, CL 19)
Damage: 19d6 ⇒ (3, 6, 2, 6, 2, 4, 4, 5, 3, 2, 6, 1, 2, 2, 5, 6, 3, 4, 2) = 68
Spell Resistance: 1d20 + 19 ⇒ (16) + 19 = 35
Dragon Reflex v. Damage and Daze: 1d20 + 14 ⇒ (8) + 14 = 22

Spell slots used: 1x1, 2x2, 3x5, 2x6, 1x8, 3x9

Dragon actions:
244/377 HP
Dazed!

Sczarni

Rygar Steelriver:
Rygar Steelriver
Male Dwarf Fighter 18
LN Medium humanoid (dwarf)
Init: +8; Senses: Perception +11; Darkvision 60’
Speed: 20, Languages: Common, Dwarven

Defense
AC 51 (Dex +6, Deflection +5, Natural Armor +6, Shield +9, Armor +14, Dodge +1) Touch 22 FF 44
HP 306 (18d10+162)
Fort +23 Ref +17 Will +17 (+4 vs Spells/SLA, +4 vs poison; +5 vs fear effects)
Immune: Grappling/Movement impairing effects

Offense
Melee: +3 holy adamantine longsword +36/+31/+26/+21 (1d8+20 17-20/x2) Power Attack -5/+10
Ranged: javelin +29 (1d6+12) range 30 Ammo: 10
BAB 18 CMB +25 (+36 sunder) CMD 36 (44 vs sunder; 48 vs sunder attempts on sword)

Statistics
Abilities: Str 24 Dex 22 Con 24 Int 8 Wis 22 Cha 6
SQ: Hardy, Stability, Greed, Stonecunning, Hatred, Defensive Training, Favored Class (Fighter; HP), Bravery +5, Weapon Training (heavy blades +4/ thrown+3/ light blades +2/ polearms +1), Armor Training 4
SA: +4 to confirm critical hits w/ longsword, Blinding Critical, Stunning Critical
Feats: Power AttackB, Deadly AimB, Steel Soul, IronhideB, ToughnessB, Weapon Focus (Longsword), Weapon Specialization (Longsword)B, Shield Focus, Step UpB, Following Step, Greater Shield FocusB, Greater Weapon Focus (Longsword), Step Up And StrikeB, Dodge, Greater Weapon SpecializationB, Critical Focus, Improved Critical (Longsword)B, Blinding Critical, Improved SunderB, Greater Sunder, Stunning CriticalB
Traits: Armor Expert, Reactionary
Skills: Cimb +19, Survival +18
Combat Gear: BUNCH OF POTIONS (3500gp value)
Equipment: +5 mirrored adamantine fullplate, +5 mirrored heavy mithral shield, amulet natural armor +5, ring of protection +5, cloak of resistance +5, +3 holy admantine longsword, ring of freedom of movement, winged boots, belt of physical perfection +6, gloves of dueling, headband of wisdom +6, bag of holding type II, eyes of the eagle, backpack, bedroll, belt pouch, flint & steel, 50’ silk rope, climbing kit, shovel, iron spikes (10), dagger, javelins (10), rations (14), waterskin, whiskey
Coin 350gp

Description: Rygar is a stout, well-muscled dwarf of around 85 years. He wears his dark brown hair tightly drawn back and almost always hidden under a helm or arming cap. He commonly wears exquisitely crafted full plate armor, polished and enchanted to a mirror finish, with a matching mithral shield. He is absolutely never seen without his longsword, a beautiful dwarven-made weapon of adamantine and ebony.

Here's my second submission, a dwarven fighter of rather significant prowess. (Side note: high level fighters are stupid hard to hit and do crazy damage)

Answers to questions to come soon


Oh! I almost forgot:

Spells Prepared:

9 - Time Stop
8 - Mind Blank, Persistent Disintegrate
7 - Forcecage, Prismatic Spray, Heal
6 - Persistent Dazing Fire Snake, Cold Ice Strike, True Seeing
5 - Dazing Fire Snake, Wall of Force, Shadow Evocation, Overland Flight
4 - Ice Storm, Intensified Fireball, Dimension Door, Dragon's Breath
3 - Dispel Magic, Heroism, Battering Blast, Ray of Exhaustion
2 - Barkskin, Mirror Image, Invisibility, Communal Resist Energy, False Life
1 - Mage Armor, Magic Missile, Liberating Command, Silent Image, Stone Shield
0 - Detect Magic, Read Magic, Daze, Light, Mage Hand, Mending, Prestidigitation, Open/Close, Message

Round 7:

Dragon 233/377, Entangled (1/2 speed, no run/charge, -2 Attacks, -4 Dex), Feeblemind (1 Int/Cha)

Nkondo 214/189, False Life, Mage Armor, Barkskin, 8/8 Mirror Image, 4/8 Arcane Reservoir, 1/3 Rime Spell Rod, Overland Flight, Freedom of Movement, Resist Acid 30, Mind Blank

Spell slots used: 1x1, 2x2, 4x5, 2x6, 1x8, 3x9

Move action: Dimensional Slide (3/8 Arcane Reservoir)
Standard action: Dimension Door (with my ally) 800' away

Dragon action (Entangled):
Double-Move toward us (250')

Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x8, 3x9

Round 8:

Dragon 233/377, Entangled (1/2 speed, no run/charge, -2 Attacks, -4 Dex), Feeblemind (1 Int/Cha)

Nkondo 214/189, False Life, Mage Armor, Barkskin, 8/8 Mirror Image, 3/8 Arcane Reservoir, 1/3 Rime Spell Rod, Overland Flight, Freedom of Movement, Resist Acid 30, Mind Blank

Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x8, 3x9

Distance between us = 550'

Full-round action: Cast Dazing Intensified Fireball (DC 25, spending 1 point to bump to 27) (2/8 Arcane Reservoir)
Spell Resistance: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 15d6 ⇒ (5, 5, 3, 4, 3, 2, 6, 2, 3, 6, 2, 5, 6, 2, 6) = 60
Dragon Entangled Reflex Save v. DC 27: 1d20 + 12 ⇒ (20) + 12 = 32

Dragon:
Dazed or Double-Move closer (Distance between us = 300')

Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x7, 1x8, 3x9

Round 9:

Dragon 203/377, Entangled (1/2 speed, no run/charge, -2 Attacks, -4 Dex), Feeblemind (1 Int/Cha)
Nkondo 214/189, False Life, Mage Armor, Barkskin, 8/8 Mirror Image, 2/8 Arcane Reservoir, 1/3 Rime Spell Rod, Overland Flight, Freedom of Movement, Resist Acid 30, Mind Blank
Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x7, 1x8, 3x9
Distance = 300'
Well, hell. Here goes nothing. Nkondo steps forward, raises his hand, and prays.

Move Action: 20' closer to the flying, roaring, enormous, mean Dragon. Like a fool.
Standard Action: Persistent Disintegrate DC 26
Spell Resistance: 1d20 + 19 ⇒ (13) + 19 = 32
Ranged Touch v. Touch AC 3: 1d20 + 13 ⇒ (19) + 13 = 32
Dragon Fort Save 1: 1d20 + 23 ⇒ (13) + 23 = 36
Dragon Fort Save 2: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 38d6 ⇒ (6, 6, 4, 4, 5, 2, 3, 3, 1, 1, 1, 5, 4, 6, 4, 2, 1, 4, 5, 6, 5, 1, 3, 4, 3, 6, 2, 2, 2, 1, 5, 5, 5, 4, 3, 2, 1, 6) = 133

Swift Action: Quickened Intensified Fireball (+2 CL) (1/8 Arcane Reservoir)
Spell Resistance: 1d20 + 21 ⇒ (2) + 21 = 23 Failure!
Damage: 20d6 ⇒ (6, 1, 3, 3, 5, 2, 3, 6, 5, 1, 6, 3, 3, 3, 5, 2, 6, 3, 6, 2) = 74
Dragon Reflex Save: 1d20 + 12 ⇒ (7) + 12 = 19

Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x7, 3x8, 3x9

Round 10, Dragon no longer entangled (Yikes!):

Dragon 70/377, No longer entangled!, Feeblemind (1 Int/Cha)
Nkondo 214/189, False Life, Mage Armor, Barkskin, 8/8 Mirror Image, 1/8 Arcane Reservoir, 1/3 Rime Spell Rod, Overland Flight, Freedom of Movement, Resist Acid 30, Mind Blank
Spell slots used: 1x1, 2x2, 1x4, 4x5, 2x6, 1x7, 3x8, 3x9
Distance = 30'
Thrice-damned beast! I'm nearly out of juice!

Move Action: Dimensional Slide 60' behind the Dragon (0/8 Arcane Reservoir)
Standard Action: Persistent Dazing Fire Snake (DC 29)
Spell Resistance: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 15d6 ⇒ (5, 1, 1, 3, 2, 2, 4, 2, 6, 4, 3, 6, 6, 6, 3) = 54
Dragon Reflex Save: 1d20 + 14 ⇒ (9) + 14 = 23

"To the Nine Hells with your Spell Resistance, creature!"

Swift Action: Quickened Intensified Fireball DC
Spell Resistance: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 15d6 ⇒ (4, 6, 3, 2, 3, 4, 2, 2, 1, 1, 5, 3, 1, 1, 5) = 43
Dragon Reflex Save: 1d20 + 14 ⇒ (7) + 14 = 21

Dragon actions:
Move 45' (15' from Nkondo), attack with Bite
Attack: 1d20 + 36 ⇒ (10) + 36 = 46
Mirror Image (9=Nkondo): 1d9 ⇒ 3
Physical Damage: 4d6 + 19 ⇒ (5, 1, 5, 6) + 19 = 36
Acid Damage: 6d6 ⇒ (4, 2, 4, 6, 1, 2) = 19

Spell slots used: 1x1, 2x2, 1x4, 4x5, 3x6, 1x7, 4x8, 3x9

Round 11:

Dragon 70/377, No longer entangled!, Feeblemind (1 Int/Cha)
Nkondo 214/189, False Life, Mage Armor, Barkskin, 7/8 Mirror Image, 1/8 Arcane Reservoir, 1/3 Rime Spell Rod, Overland Flight, Freedom of Movement, Resist Acid 30, Mind Blank
Spell slots used: 1x1, 2x2, 1x4, 4x5, 3x6, 1x7, 4x8, 3x9

Move: Consume 1 7th-level spell, replenish Arcane Reservoir (7/8 Arcane Reservoir)
Standard: Cast Defensively, Persistent Dazing Fire Snake (DC 29) +2 CL (6/8 Arcane Reservoir)
Concentration DC 27: 1d20 + 33 ⇒ (1) + 33 = 34
Spell Resistance: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 20d6 ⇒ (2, 5, 6, 3, 6, 4, 3, 6, 2, 2, 6, 5, 6, 5, 4, 4, 5, 3, 1, 5) = 83
Dragon Reflex Save 1: 1d20 + 14 ⇒ (12) + 14 = 26
Dragon Reflex Save 2: 1d20 + 14 ⇒ (8) + 14 = 22

Swift: Cold Ice Strike (+2 CL, 5/8 Arcane Reservoir)
Concentration DC 27: 1d20 + 33 ⇒ (15) + 33 = 48
Spell Resistance: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 15d6 ⇒ (1, 4, 6, 5, 1, 2, 5, 6, 3, 5, 5, 4, 2, 6, 4) = 59
Dragon Reflex Save 1: 1d20 + 14 ⇒ (18) + 14 = 32

Spell slots used: 1x1, 2x2, 1x4, 4x5, 5x6, 2x7, 4x8, 3x9

With the great Black Dragon slain, Nkondo will go find his invisible ally and teleport them both to the nearest town, where they can enjoy a cold drink together. After all, they've both deserved it.

Apologies if this went overboard, I just wanted to play through it since you said "With dice rolls" and Nkondo isn't the sort of fella to back away from a challenge, especially when his friends have been threatened!


Raz has been made pretty much to solely battle undead. I guess, depending on what we choose, I could alter her spells, but much of her background and all that is kind of stinted in the whole undead apocalypse thing.

These are Raz's answers, but I might submit someone different who has a more flexible background...

Answers:

Your character walks into a bar. What is the first thing they do?

Raz scans the environment, making her way to the calmest and quietest part of the inn. She's there to meet someone, otherwise she wouldn't normally go to places like this. Food and drink lost their appeal after the bleaching, she does it just to stay alive now days.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Raz communes with Pharasma for guidance on the issue. She was once focused on protecting and delivering life into the world, but times changed, she has seen and overcome death, and now it is the dead and undead that are her focus. The young grow and learn from suffering and challenges. Unless she is guided to, Raz will continue her daily routine, and let fate take its course.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

The situation is hopeless. No matter how many times she assesses her spells, there is only really one option that gives them any chance of escape.

She moves, getting as close as she can get before casting Healing Flames (Quicken Spell). A circle of divine fire bursts forth, with her at the centre. It only just makes it to her ally, healing them for: 5d8 ⇒ (5, 2, 2, 7, 3) = 19.

She then points and focuses on the 5ft between her ally and the dragon.

"Our fate is with the gods now" she thinks, saying a quick prayer and then summoning an Astral Deva to protect her ally.

A magnificent angel-like creature appears, wielding a warhammer.

"I am truly sorry, but you are are only hope of escape. Please lend us your aid."

The Deva nods before moving in a striking with it's warhammer: 1d20 + 26 ⇒ (12) + 26 = 381d20 + 21 ⇒ (8) + 21 = 291d20 + 16 ⇒ (1) + 16 = 17.

It comes close with it's first attack, but the angel simply cannot land a blow on the dragon. Raz and her allies wait with baited breath.

It's the dragon's move...

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Raz takes the gold and travels to the famed Gem Market, where every precious and semi-precious stone in Golarion can be found.

After very little searching, she finds what she wanted, and buys 12 large diamonds. She manages to get them at base price. She's a regular here, always in need of more diamonds and diamond dust to cast her more powerful divine spells. She wouldn't be surprised if she is the reason that they have subtly risen in price over the years.


Alright, we are doing good so far. I've tallied a list of all character submissions and listed them out, please let me know if I missed you. if you submitted 2 characters make sure I got both of them.

Leinathan Azorn the Unscathed Hobgoblin Samuri 10/Kineticist 8//VMC Barbarian
Nikolaus de'Shade Ahreni, Fallen Angel Aasimar Unchained Monk 18
HedwickTheWordly Solomon Volstadt Cleric 8/Brewkeeper 10
HedwickTheWordly Nkondo Tambor Human Magaambyan Initiate 9/Magaambyan Arcanist 9
Johnny_Panic. Rosa Luminass Tiefling Cleric 18
Jereru Danielle Corsin | Wraith Half-Orc Vigilante 18
Jereru Father Laszlo Human Warpriest 18
psionichamster. Pele Ento'Yoshi Elf Wizard(Evoker) 18
psionichamster. Rygar Steelriver Dwarf Fighter 18
Lucendar Drogar White-Tusk Barbarian 18
Zayne Iwatani. Chell Silves Human Cleric 10
Dave Young 992. Latharien "Lefty" Setiva Unchained Rogue 1/Admixture Evoker 7/Arcane Trickster 10
TheoreticallyYours. Raz Moonstone Gnome Life Mystery Oracle 18

I'll be adding to the list, tallying questions responses, and maybe making the list look nicer later. Keep it up! remember the deadline for characters is Monday Morning!


Hero Points? GM


I'm interested in making a character for this, but I have a quick question before I start: are we allowed to use the Magic School Rules from Inner Sea Magic; specifically, Eclectic/Esoteric Training? From the book:
"choose one spellcasting class you
have at least 1 level in—you increase
your effective caster level in that
class (including the number of spells you know and can
cast per day) by +1, to a maximum caster level equal to
your total Hit Dice."
When you achieve the appropriate Fame score between levels 8-10, the bonus increases to +3 in that class, and you get to choose another class to gain a +1 ecl in.


Sorry, but I didn't submit Danielle Corsin.

Also, a question: In last thread, we weren't allowed to buy a Cloak of Resistance, and instead received a Resistance bonus for free. Does this still hold true here?


I submitted Wraith.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

'Lil':
Horizon Walker
Elf Rogue 8 / Horizon Walker 10
NG
Init +2; Senses ; Perception +25
DEFENSE
AC 37
HP 223;
Fort +16 ; Ref +23 ; Will +12
Immune Sleep; Resist 10 Fire

OFFENSE

Speed 30; Fly 60;

Melee 30/15/10/5 +5 Elven Curved Blade (1d10+28, 18-20/x2); S; Menacing, Planar, Phase Locking, Dueling

Spell-Like Abilities
Comprehend Languages 1/1, Detect Magic 1/1, Read Magic 1/1, Detect Poison 1/1, Dimension Door 5/5, Ethereal Jaunt 1/1, Fly 5/5

STATISTICS
Str 12, Dex 28, Con 18, Int 16, Wis 14, Cha 14

Base Atk 16; CMB +17

Feats
Piranha Strike, Endurance, Breadth of Experience, Dilettante, Outflank, Combat Expertise, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Furious Focus, Swordplay Style, Improved Uncanny Dodge

Skills
Acrobatics +30, Appraise +7, Bluff +7 (22), Climb +6, Diplomacy +7, Disable Device +22, Disguise +7, Escape Artist +14, Fly +23 (4), Handle Animal +6, Heal +3, Intimidate +6, Knowledge Arcana +15 (4), Knowledge Dungeoneering +15 (4), Knowledge Engineering +12 (4), Knowledge Geography +15 (4), Knowledge History +12 (4), Knowledge Local +15 (4), Knowledge Nature +15 (4), Knowledge Nobility +12 (4), Knowledge Planes +15 (4), Knowledge Religion +15 (4), Linguistics +8, Perception +25, Sense Motive +15, Sleight Of Hand +14, Spellcraft +21, Stealth +14, Survival +7, Swim +5, Use Magic Device +24

SQ
Armor Piercer, Expert Cipher, Sneak Attack +4d6, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Danger Sense +2, Finesse Training, Debilitating Injury, Favored Terrains (Air, Ethereal, Astral, Fire, Plains, Underground, Forest), Terrain Mastery (Air, Etheareal, Astral, Fire), Terrain Dominance (Astral, Air, Ethereal)

Gear
Belt of Dex/Con +6: , Amulet of Nat +5: , Ring o Protect +5: , Cloak o Resist +5: , Headband of mental superiority +2: , Boots of speed: , Bracers of Armor +8

questions:
What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

I have no preference in the least. Just playing is enjoyable enough for me.

Your character walks into a bar. What is the first thing they do?

Sits in a corner, near the fireplace, on the floor while drinking water from his trusty waterskin.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Try to convince them of the error of their ways. If/when that doesn't work, they have chosen to forfeit their life to their cause. They can become a martyr.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

Lil understands that life is fleeting and dying for an ally would be a good death.

Click heels(free action) haste
begin d dooring(swift)| provide flank for myself for first attack and all subsequent attacks. w/ outflank and menacing weapon total +6 for flanking
Using combat expertise and power attack
1d20 + 36 ⇒ (12) + 36 = 48 | dmg: 1d10 + 33 ⇒ (2) + 33 = 35
Forego 4d6 sneak attack to lower dragon's nat armor by 4 for 1 min
Also apply debilitating strike to lower dragons ac to me by 4
effectively increasing each to hit by +8
1d20 + 21 ⇒ (9) + 21 = 30 effectively 38 | dmg: 1d10 + 33 ⇒ (3) + 33 = 36 | snk attk: 4d6 ⇒ (6, 3, 1, 2) = 12
1d20 + 16 ⇒ (4) + 16 = 20 effectively 28 | dmg: 1d10 + 33 ⇒ (5) + 33 = 38 | snk attk: 4d6 ⇒ (4, 1, 4, 5) = 14
1d20 + 11 ⇒ (3) + 11 = 14 effectively 22 | dmg: 1d10 + 33 ⇒ (9) + 33 = 42 | snk attk: 4d6 ⇒ (4, 5, 3, 4) = 16
1d20 + 20 ⇒ (14) + 20 = 34 effectively 42 | dmg: 1d10 + 33 ⇒ (2) + 33 = 35 | snk attk: 4d6 ⇒ (6, 4, 5, 1) = 16

Dmg tot: 244 ; though the rolls were terrible and likely most missed. Also ac rose by 6.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Food and water. It is surprising on the different planes how scarce those can be


What did Rosa do to that Great Wyrm Black Dragon:

Recap, Round 1 Rosa got herself and the wounded individual away. Next she has a chat with the big Bad Black Dragon.

Round2

"The HELL'S have come for you WARM! best RUN!"

Kn D 1d20 + 13 ⇒ (5) + 13 = 18 Remember its CE

Intimidation 1d20 + 41 ⇒ (14) + 41 = 55 Vs 10+19HD+6Wis=DC35 Dragon to give ally time to self heal, then carry one fight.


From her Dammed feats
1:You can use Intimidate to demoralize opponents as a swift action.
2:When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.

Lets see now. see now Unchained Intimidate says
So Beat by 20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 ⇒ 4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability. DC45 Dragon Will 3 1d20 + 21 ⇒ (16) + 21 = 37 fail, That means That big old black Dragon is Cowering The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any). and she dose it again.

Intimidation 2 1d20 + 41 ⇒ (19) + 41 = 60 Vs DC35 beat by 25
Dragon Will 2 1d20 + 21 ⇒ (14) + 21 = 35 Fail
Rosa goes for more fear and Cowering, and so on.

The big bad Black Great Wyrm Dragon just S**ts itself and it's whimpering for it's mummy.

Next round Gate, where she invites all manner of Devils to come kick its butt. Rosa is one big Scary Lady, She is a representative of the infernal powers on the Prime and as such acts like it.


Rosa wrote:
A Will save (DC = 10 + your number of ranks in Intimidate

Should'n this be 10+18? I'm having trouble to get how can you have 35 ranks in Intimidate.


Rosa Luminass wrote:
Vs 10+19HD+6Wis=DC35

Also CR does not equal HD. You never managed to beat the DC by 20. Its' HD is 26 which makes the DC of the intimidate 42. You beat it by 13 and 18 respectively. With the damnation feat, you could make it frightened with the second roll but it likely would have tried to tear your head off after the first try.

Also, I hope you never fall in battle cause those feat make it near impossible to bring you back. Wish and Miracle are the only means.


Somebody is getting rules-lawyered! Damn!

Also, I've changed my mind again - I'm sticking with the eldritch knight statblock in my profile. It's much more flexible.


Zayne Iwatani wrote:
Rosa Luminass wrote:
Vs 10+19HD+6Wis=DC35

Also CR does not equal HD. You never managed to beat the DC by 20. Its' HD is 26 which makes the DC of the intimidate 42. You beat it by 13 and 18 respectively. With the damnation feat, you could make it frightened with the second roll but it likely would have tried to tear your head off after the first try.

Also, I hope you never fall in battle cause those feat make it near impossible to bring you back. Wish and Miracle are the only means.

Also, not to pile on but you did not add -4 to your Intimidate check as you are definitely smaller than the gargantuan dragon.


Okay, I'm thinking of a rogue/fighter two weapon guy and a Tanky McTankFace Barbarian.


Wow thanks, I wanted to check the rules on that, I see a missed a few things, Ok check this then.

Rosa goes BOO! to Great Wyrm Black Dragon:

So Changed a feat giving Rosa an Intimidate Skill of +43

Rosa Vs Black Dragon.

Rosa says BOO!

Intimidation 1d20 + 43-4[Size of Dragon Vs Rosa] ⇒ (14) + 43 - 4 = 53
Vs 10+26HD+6Wis=DC41 [53-41=12]

Unchained Intimidate says
10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 ⇒ 3 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

Dragon Will Save Vs DC Intimate skill 41? or Rolled intimate 53?
Humm
save = 1d20 + 21[will save] ⇒ (14) + 21 = 35 Fail

Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

It runs away, or she dose the same again.
This time its saves at -2

I wish Psionic where alowed, a Dread PC would be so much fun mixed with the Dammed feats.

Talking of which, Dammed feats, At this level and with the fact that death sends her back to her boss in the Hell's. It's really up to him [GM] if she's sent back again.


Rosa Luminass wrote:

Talking of which, Dammed feats, At this level and with the fact that death sends her back to her boss in the Hell's. It's really up to him [GM] if she's sent back again.

Well, not according to the explicit wording on the feat.


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You can already shake a CR 19 dragon on a 5 or better. Like a Dread is really necessary. Also the will save is DC 28. 10 + ranks in intimidate. You have 18 ranks in intimidate. I t can make that save fairly reliably.

psionichamster wrote:
(Side note: high level fighters are stupid hard to hit and do crazy damage)

But if a dragon pops an antimagic field, your AC drops by 10-20, attack by 8 and damage by 9 (or somewhere in there). I wish Path of War was available. Fighters rely too heavily on magic. At least PoW has movement options, buff, debuff, etc that is not magic.


Wow you guys are going to make this 18th level game so much fun.
You all know the rules so well.

@Azorn:

*Finally, upon taking a fourth damnation feat, the character can no longer be returned from the dead by any method short of a wish or ^miracle. The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron.

^Miracle
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

Rosa is Dammed, her soul sold to the hell's long ago. Her relationship with death is not the same as most PCs, She is owned and belongs to The Hell's. She works for the Hell's and only gets out her office in the hell's when her boss sends her to the prime. She is in a nutshell she's already dead. Her boss Devil, Caasimolar (Former President of Hell) is Noble of hell and her de-fact-o Deity as part of it's bureaucracy. That bureaucracy is what she worships, that is her god. The rules of order and law.

In other words IF she fails in doing her "Job" on the prime and is killed there, her boss decides IF she can go back as per her contrast and the rules.

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Its an 18th level game, Fluff has a large part to play when you get this high level, with bespoke crafting personal planes, keeps and other thing. Back at lower levels you could stick to the rules, but here at the high levels is the spirit and intent that count as much.

@Zayne Iwatani
Got ya, well that brakes intimidate at this level then.
Unless she wants to scare things she can just kill anyway.

As for Dread, they can scare EVERYTHING! hehe.

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