There's no sound from beyond the door, and eventually, Elliomander's able to get to work. It takes about two minutes for him to pick the lock - it was fiendishly good, but barely within his abilities - and for the door to the next room to be opened.
A stream of quicksilver flows along a channel in the floor. Someone has scrawled "In the Year of Iron, when the Stronghold of Axes is laid to ruin, the Scepter of Scepters shall be lost" in dwarvish runes on the west wall.
There are four other exits in this room, three of which apparently lead to the same place. A closed wooden door rests on the northeastern side of the chamber - and once again, there are no enemies to be seen.
I blame the random generator. It apparently decided on an improbably high number of rooms without foes. XD; Still, feel free to keep looking around...
"I wonder," Elliomander ponders aloud, making sure Vi can see his mouth, "if there's been some manner of clerical error and they've sent us to a dungeon someone else has already cleared... or worse, maybe we're following a team that failed and the enemies have set up to defend themselves in a consolidated location..."
He leaves them to contemplate those thoughts as he searches the doors.
perception:1d20 + 10 ⇒ (1) + 10 = 11
if there's no traps/noises:
He opens one of the 3 doors leading to the same location- the one closest to Jay and Vi.
The northeastern door is warded by a nasty-looking falling block trap, though a reasonable bit of effort could probably disable it and allow you to proceed in that direction once you're ready. There's also a pit trap in the eastern of the three hallways, just past the archway, but the other two routes are safe. The left has a locked door at the far end, while the middle passage has an open archway and is the easiest to traverse.
More positively, however, Jason noted a cleverly-disguised compartment hidden beneath the floor, and opening it reveals a stash of treasure.
This cache holds 76 gp, 500 sp, 2800 cp, an Agate (11 gp), an Alabaster (11 gp), a Carnelian (35 gp), an Onyx (50 gp), a Rhodochrosite (9 gp), a Rhodochrosite (10 gp), a Carved ivory scroll case (60 gp), a Gold and silver hand mirror (120 gp), a Gold chess set (500 gp), a Painting of a noblewoman (50 gp), a Silver brazier with religious markings (80 gp), a Silver candelabra with holy symbol (75 gp), and a Silver hand mirror (75 gp).
That was the good news. The bad news? A group of eight Stirges stir as they notice you approach...
Elliomander steps in front of his companions and positions his glaive to make the most of every opportunity for attack... he calls to mind his slumber hex and prepares to use it for his defense.
preparing to make AoOs with my 10' reach... GM feel free to roll them on the stirge's turn- I get 4 of them at +8 for 1d10+6. Also, readying an action to use slumber hex on the first one that gets adjacent to me and tries to attack me.
...managed to kill three of them. A fourth plopped into his square and was promptly struck by the slumber hex, dropping down... and leaving four more of the beasts to attack him.
Virdania's eyes saw the four creatures drop on him and she frowned the club in her hand she let go as it floated there and suddenly lashed out towards one of the ones attached to him.
Scowling angrily at the loss of blood Elliomander makes a dramatic decision... he spins to face his companions and, turning his palms back towards himself, invokes a cone of flame which engulfs him and all the remaining stirges... cast burning hands, including myself in area
fire damage:3d4 ⇒ (2, 1, 1) = 4, DC 15 ref for half; the two on me are denied their Dex bonus because their grappling.
He begins cursing at the spells terrible ineffectiveness... "Jason, do it to me again!"
"Alright, but get ready this is going to be hot." says Jason. He dashes to the side trying to find thr best angle before splaying his hands to invoke Burning Hands (DC17).
There's a popping noise as, one by one, the bodies of the stirges burst open under the onslaught of flame.
535 XP.
With that, the room seems like it's been cleared. Unfortunately, these aren't exactly treasure-hauling monsters, so it seems they're bereft of valuables... though that shouldn't hold true for the rest of this bizarre dungeon.
This room doesn't appear to have any exits into it, so the only way to advance is heading back to the previous room and deciding where you'd like to go from there.
Elliomander wipes away some of the ash and soot and sits down on the floor. Drawing the new wand he evokes its magic and asks, "I don't suppose either of you has any means of healing the damage from blood loss?"
While the others were cleaning and healing, Jason circles to the northern eastern entrance. It looks like this doorway is trapped. Any chance you're ready to try disabling it Elli?
Dragging himself off the floor, an even paler Elliomander stretches and groans, and tromps to the door without a word. He begins drawing his lock picks then stops and asks, "why am I doing this when there are two non-trapped doors that lead to the same place?"
lol, sorry- i (obviously) haven't been getting enough sleep lately
Ell shakes the haziness out of his head and, realizing his error, says "sorry, that blood loss seems to have gone straight to my head... I think, though, that there's a door one chamber south of here that leads to the same place and may not be trapped? For that matter, isn't there a door 3 chambers back that leads to those rooms we couldn't access before we got distracted by our new arrival? Perhaps we should check those now rather than looping all the way around and then having to back track up to search for access to the northern chambers?"
He puts his lock picks away and waits to hear which of the two options he's just presented seems more favorable to his companions.
Jason nods at Virdania's comment. Looking at Elli he says,
You're right Elli. Let's look into that room quickly before circling around. It seems to be glowing on the map you're holding for some reason though.
Any room highlighted in green has been cleared. That's not visible on the in-game map - it's just a notation so you can get a better grasp of your progress.
"I will need your healing later," Elliomander assures Virdania, "for now I was just looking for a way to remove the effects of having so much blood drinken in such a short time, but that appears to be beyond any of our current abilities."
Taking advantage of the vagueness and/or confusion of their responses, Elliomander leads them back down 3 chambers to the room with doors facing all 4 directions... "Remember to stand clear of the western door, it's trapped" he calls out as they enter the room. He proceeds directly to the eastern door and tries it.
This door easily unlocks, allowing you to proceed into a long hallway. There's a branch just ahead and to your left, as well as another left turn down at the end of the hall.
The room is... disconcertingly empty, aside from a stuck wooden door to the east. There continues to be no explanation at all for the strange emptiness of this dungeon (Other than pure chance - that's how it was generated!), but at least it means that you're progressing through at a steady rate.
Virdania would again mark the map before looking at him that she is ready to continue. Her flames occasionally popping up but then fading out. There was no real light or heat that could be seen except on her but it was an interesting effect. Her club was once again at her side. She knew it would eventually break so she would have to look for a new one.
She points out the room behind them that still hadn't been explored to the west.
Elliomander nods at Virdania's suggestion. For a moment he contemplates trying to explain that checking the room with the open archway was merely a precaution against being overheard but decides that if she's been deaf since birth it would be a lost cause...
Instead, he simple heads back toward the bypassed room watching carefully for traps and other dangers...
perception:1d20 + 9 ⇒ (11) + 9 = 20
There don't seem to be any traps on the way. Through the door to the solitary chamber - a simple wooden one - Elliomander can hear a faint, rhythmic clicking sound.
A fountain and statue of Lamashtu sit in the west side of this room. The clicking noise seems to be coming from near the wall, though there's no obvious source of it. The fountain does not detect as magical.
Oblivious to the clicking she would look around staring at the statue and fountain. Some people had weird tastes.
Either way she would search the room with them looking for any hidden caches or something before she pulled the map back out to see where they could go next.
Elliomander begins searching for the source of the clicking. Without bothering to turn towards Virdania he asks Jason, "can you tell where that sound is coming from?"
The sound seems to be a simple, repeating magical spell with no purpose other than making noise. Its existence makes no real sense... but neither does most of this place.
Not really, but it comes from a magical source as far as I can tell. It could be just distracting us. Jason extends his hand and invokes Detect Magic, slowly scanning the room for the source of the spell.
Virdania not spotting anything else of note writes on the map as she looks at them. Seeing Jason's eyes glow she would wait to see what he said. While she waited she would glance down at the map and would map out the course for the rooms ahead wondering which would be most efficient.
Glancing back and Jason she saw him still concentrating and would look up and around studying the room before going to see if the fountain had water in it.
The fountain does indeed have water in it - while it doesn't seem like the best water ever created, it seems pure enough to safely drink, without poison or other useful/harmful properties.
The spell creating the noise seems to have been attached to the wall near the statue, etched into place by a small, carved rune.
Elliomander can't shake the feeling that there must be something more to this room... though this stupid dungeon makes no sense in the first place... it could just be a strange room, I suppose...
"Come on back to the last chamber so we can move through it"
"Oh kay." She says happening to catch what he said because she was looking at him. Walking with him she marked the map then stopped to look back to make sure her other companion had come with.
He hadn't. Where Elliomander had been just a moment before, there was nothing but air, as if every part of him had been entirely erased from this strange world. That was two down in this place... would there be more?
There was a burnt-out runic marking on the floor, little more than a discoloring on the floor now that its energies had been discharged. You could truly never be careful enough in these places, not with traps so cunningly hidden...
Virdania would shift and waves to Jason pointing to the mark. "Trap, he found." She sounds out and then carefully scans the floor with detect magic and slowly starts making her way around making sure there are no more before saying.
"We done with room? Continue on?" She states looking at Jason.
"I've got places to go to and people more important than you to talk to, you see, because I am a GM and we GMs tend to be very busy and important people."
"But since I'm here, I may as well tell you about your new purpose in life before I go do important GM stuff."
"Welcome to Trapped Beyond Time. From this moment onwards, your job is simple..."
"You are going to stab monsters in the face."
"When not stabbing monsters, you will study and plan on stabbing monsters, buy tools to stab monsters with, and read and write about stabbing monsters."
"You will dream about stabbing monsters. You will raid demiplane dungeons to find monsters and loot magical items to stab monsters with. Stabbing monsters is your life."
"How in the world can someone like me be expected to stab a monster?"
"With your weapons. Duh."
"What if a monster hurts me? What if it bites my arm off!?"
"Then take your arm back and stab the monster with it."
"I'm morally ambiguous. What if I start turning into a monster?"
"Then start stabbing yourself."
"There are many people in the world who don't realize how important our job is. You will be challenged, mocked, insulted, and ridiculed, but you cannot lose sight of the goal: Your stabbing instrument in a monster's face."
"Several years ago, a former employee asked me..."
"Why are we stabbing monsters?"
"Employee, do you hate science? Are you a science-hating monster hugger? Do you approve of the non-science monster agenda?"
"You've got to be kidding, you craz-"
"And then I stabbed her, because she was clearly a monster in disguise. Because that's what we freaking do at Trapped Beyond Time."
"You have five days to convince me that you are the best candidate for the job. I will be selecting three of you - that's the number between two and four - for this assignment."
"Now get out of here. Those monsters aren't going to stab themselves, because they don't have hands."
"The world will thank us for our hard work. Eventually."
-Shamelessly adapted from the SCP's "10:30".
Character Creation Rules:
-Paizo products okay. 3rd-party okay on a case-by-case basis (Auto-Approve: Content from Deep Magic, 1001 Spells, Heroes of the Jade Oath, and Ultimate Psionics).
-Despite the discussion above, you don't actually have to be someone who stabs monsters - this group needs magic, too.
-Start at Level 2
-Max HP at each level
-25 point buy
-I value literacy and the ability to roleplay well. People who can elaborate on their actions instead of just saying "Attack Roll" are preferable, especially because this game is so light on plot.
-Gestalt Rules (There are only three of you - try to cover different roles instead of super-charging one. Those who are obviously trying to cover different roles are, in fact, more likely to be chosen.)
-You will go Mythic (and Mythic Mania, once released, will be an accepted source)
-Alignment: Non-Evil
-If you die, you can either wait to be resurrected or roll a new character. If your body was left behind in the dungeon, then it (and everything on it) literally stops existing once the party leaves the dungeon, so you'd lose all of your carried loot and such (but keep anything stored in the base). Resurrection spells don't require your body if that happens; you'll appear in basic clothes where the spell was cast. Rolling a new character will cost half of your remaining treasure as of the last time you completed a dungeon - and attempts to get around making the payment will be rejected. XD Fair's fair, after all. If you don't have that money, I would seriously consider petitioning your friends to supply the difference. If they won't pay, and you can't, then you can re-roll at a lower-level or something. We'll figure that out if it happens.
-Encumbrance exists. I highly recommend investing in ways to bring more loot out of the dungeons. Remember, you literally cannot go back in once you're out, not even by leaving someone inside while everyone else leaves. Track encumbrance at the top of your alias.
-Don't worry about food and water and such, because we won't be tracking that.
-Spells and abilities that allow movement between planes (i.e. escaping the area) will not work. Short-distance stuff (like going to the astral or shadow planes within the dungeon) are possible, but nothing like traveling back to the Material Plane will function. You are cut off from the rest of reality.
-You will be trapped in a Demiplane with nothing but shops and a door leading to the dungeon. You cannot leave the dungeon until every monster in it is dead, so go prepared each time. Why are the shops there? Who supplies the goods? It doesn't matter. You're here to stab monsters, not investigate the mysteries of the universe.
-Dungeons will be created using a randomizing engine. Even I don't know what will happen - and you get to live with whatever it creates. Again, be prepared. Your general progress will be tracked on Roll20, and you can use that as a reference to see where you're at, but that's more of a guide than anything else. The Gameplay thread is where stuff happens.
I'd be interested in a fighter/alchemist. I'll get to work on a build. Do you want much of a background? Don't see much in the way of fluff above to base anything on.
Whatever fluff you want - but your background will play a significant role in my final decision, as I'm looking for characters with enough personality to remain interesting to the players of the course of a lot of dungeon-crawling. ^^
I'd love to try a one-man hunting party, specializing in supporting his allies with his personal troops.
I'm thinking Summoner (Spirit Summoner)/Hunter. This way I remove the Summon Monster ability to lessen monster overload. Already with two allies, I feel it might be a burden.
However, I do want to make this character a team player above all else. His eidolon/companion will support allies by flanking and harrying foes to keep them distracted.
Meanwhile, Connor can use his Summoner spells to enhance and defend.
I'll work on the character sheet as soon as I can.
I was reading something else and it gave me a really neat idea I want to play around with, but probably a little too far out there to play in most games, then, the very next thing I read is this thread... and. It. Just. Might. Work!
Funny how that goes >.>
Anyways! Let me solidify the idea a bit more then fire it at you. Chances are we will have to work together a bit to actually make it work.
On one side is reincarnated druid. Not sure about the other side just yet :)
Would you accept a kasatha? I was thinking a monk/cleric of Alseta with the magic and community domains. He was trying to preach to his people acceptance of this new world and was exiled for his heretical views. While praying to Alseta for a new community to belong to, he became stuck in this dungeon.
Races: Core and Featured (Forgot to add that earlier. XD;)
In terms of time, Seranov, all I'm really looking for is a post a day - and the straightforward nature of the game means that there isn't much in the way of mystery, NPC interactions, or other things to slow it down. If you can spend five or ten minutes a day, that should be more than enough. ^^
I have to start student teaching next semester, and I don't want to make obligations that I won't be able to keep. D:
I think I can try and fit this in, though. I've got a couple silly gestalt ideas bouncing around in my head (Stonelord Paladin/Warpriest, Bloodrager/Skald, etc.) but I'll hold off picking one to develop until I get a general idea of what people are intending to do, class-wise.
Barbarian alchemist. Have the idea to have two extra arms , barbarian natural attacks and alchemist fareal mutagen for 4 claws 1 bite. But this is only possible if you allow it. And even then while raging and under effects of mutagen
Using alchemy to increase your powers as a Barbarian is more of a focus on one role, rather than spreading out to cover different tasks. You may, ah, find yourselves in a lot of trouble if the party isn't versatile enough...
Incidentally, you should be aware that the shops will only sell/upgrade mundane things (gear, potions, weapons, armor, etc.), and magical equipment will need to be either crafted or looted from the dungeons - helps give an added sense of value to them when you actually come across them.
You do not start with Mythic Tiers. ^^ But it won't be very long before you do - I plan for you to get them at each even level, and since you're starting at Level 2...
Ooh I love gestalt, and I've always wanted to play mythic, never been accepted into a game that played it
Hmm what to play
I want to play something with casting
And I also want sneak attack
Hmm
I'm quite fond of it myself. It doesn't hurt that, in my experience, the most reliable PbP games are those with three or fewer players... which makes gestalt a surprisingly viable option for maintaining a fun and balanced game.
As for Mythic, I just flat-out love the rules, so why not? XD Besides, the randomizer I use doesn't really take things like "fairness" into account, so you're probably going to need the help...
Im thinking a Conjuration Specialist/Cleric of Desna with Travel/Luck Domains.. Should be overflowing with party buff/enemy debuff.. With Wild Arcana and Inspired Spell he/she would have access to any spell on the entire wizard/cleric spell list.. Prob take extra mythic power feat to gain 7 extra spells/day off either of those lists..
my mind was on the melee and skill monkey roles, with the barbarian/alchemist, with a bit of casting of sorts. not to overcharge one role, like say a fighter barbarian would be.
also i find the idea of a four armed character fun. most likely archtypes will be alachemist trapbreaker, and barbarian Invulnerable Rager.
I can post as often as is required. i have a job that is just sitting around all night by myself giving me time to post on my phone.
I'm fine with an unfair randomizer, I started out with 2e in the underdark, the next setting I went through was ravenloft and I had a brief stint in athas (dark sun)
I've gone up against a Draco litch when I was 5/4 (fighter/Mage, half giant swinging a warhammer) I died but I took him with me
I say bring it on!
Do you allow third party because there's an archetype of magus I'm interested in
Im thinking spiderhawk magus/vivisectionist alchemist
If that's a no go, ninja/sorcerer would work fine.
Spiderhawk Magus is fine. ^^ And the randomizer... I don't think it's -inherently- unfair, like it's trying to kill you (unless I set it to Deathtrap), it's just... y'know, random. Sometimes you're surprisingly lucky, sometimes you're in trouble, though I do plan to configure it to be more difficult as you level up and gain new powers...
(Tip: SOMEONE should have Trapfinding or a similar equivalent.)
Spiderhawk can get trap finding, I'll be sure to select it at your suggestion
With that I know my build idea
I'm going to be human, my first mythic feat will be mythic eldritch heritage (I know that we aren't starting yet, just planning ahead)
I'm going jack of all trades, little bit of blast casting, little bit of healing, some buff potions, mutagen and magus arcana and sneak attack for melee
This is going to be a fun character.
at rednal, you recruiting because people dropped out, or because you are dming a 2nd group?
anyway here is the character I kept, though I will probably have to do some minor edits with him, ie level 2, etc.
when we roll for attack and hit, can we be descriptive on our scenes or is there a gore limit?
@DG: Mostly because people dropped and just didn't want to post, so I wanted to restart with a smaller group. In terms of descriptions, I do prefer them, but try to keep it PG-13 at most. Nothing that Paizo's policies would find objectionable.
@Cythraul: For starting equipment: If you can buy it with your wealth and it's from Paizo, it's yours. If it's from someone else, that's case-by-case (though stuff like Psionic items are auto-approve, too).
Yup. Standard wealth all around! Spend it well, because you can't leave dungeons until they're conquered, and it's probably better to be over-prepared than under...
Here is my submission, Marrin the dwarven inquisitor-warpriest. He's an all-around kind of character. He can hold his own in melee and has above average defenses, but he also has utility out of combat as a crafter and for carrying loot. Since he's a dwarf, he never slows down because of encumbrance, and he also has ant haul and lighten object memorized. I have a couple of questions before I finish buying gear and writing a background: 1) Do we get traits? 2)Is it OK for me to treat my armor and weapons as if I crafted them?
Marrin:
Male dwarf inquisitor-warpriest of Dranngvit 2
LN Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex) [+2 vs. critical confirmation]
hp 20 (2d8+4);
Fort +4; Ref +2; Will +8; +2 racial vs. poison, +4 racial vs. spells/SLAs
Defensive Abilities defensive training (+4 dodge vs. giants);
OFFENSE
Speed 30 ft.
Melee dwarven boulder helmet +3 (d4+2), mwk dwarven longhammer +5 (2d6+2/x3)
Ranged light crossbow +2 (d8/19-20),
Special Attacks fervor 6/day (1d6), hatred (+1 on attack rolls vs. orcs/goblinoids), judgment 1/day
Spell-Like Abilities (CL 2nd; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +7)
1st (4/day)—bless, magic weapon, shield of faith
0 (at will)—acid splash, detect magic, disrupt undead, read magic, sift
Domain Travel (Exploration)
Warpriest Spells Prepared (CL 2nd; concentration +7)
1st—ant haul, command (DC 16), lighten object, [empty slot]
0—guidance, mending, resistance, stabilize
STATISTICS
Str 14, Dex 13, Con 12, Int 10, Wis 20, Cha 8
Base Atk +1; CMB +3 (+7 to bull rush, +5 to overrun); CMD 14
Feats Steel Soul, Weapon Focus (dwarven longhammer)B
Skills Craft (armor) +4, Craft (weapons) +4, Heal +6, Knowledge (arcana) +4 (+9 to identify monsters), Knowledge (dungeoneering) +4 (+9 to identify monsters), Knowledge (planes) +4 (+9 to identify monsters), Knowledge (religion) +5 (+10 to identify monsters), Perception +10, Spellcraft +5, Survival +5 (+6 to find/follow tracks); Racial Modifiers +2 Craft (metal or stone)
Languages Common and Dwarven
SQ aura, blessings 4/day (agile feet), craftsman, cunning initiative, door sight 8/day, focus weapon, monster lore, relentless, sacred weapon, stern gaze, stonesinger, track, weapon familiarity
Combat Gear crossbow bolts (20); Other Gear mwk banded mail, dwarven boulder helmet, mwk dwarven longhammer, inquisitor’s kit, 178 gp
SPECIAL ABILITIES
Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).
Blessings (Su)
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Strength Blessing
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strengthchecks for 1 round.
Travel Blessing
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Door Sight (Su)
You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Fervor 1d6 (Su)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Focus Weapon
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned,unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DRchanges from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcomingdamage reduction (but not for reducing hardness).
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Relentless
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Sacred Weapon (Su)
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can addspell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Stonesinger
Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Criton
Half-orc barbarian (invulnerable rager)/sorcerer (Crossblooded) 2
N Medium humanoid (human, orc)
Init +3; Senses darkvision 90 ft. Light Sensitivity; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 28 (2d12+4)
Fort +5, Ref +1, Will +1
Defensive Abilities orc ferocity; DR 1/—, 2/lethal
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Offense
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Speed 40 ft.
Melee silver earth breaker +6 (2d6+6/×3)
Special Attacks rage (8 rounds/day), rage power (spirit totem, lesser), bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 2nd; concentration +4):
. . 1st (5/day)—infernal healing
. . 0 (at will)—acid splash, detect magic, mending, prestidigitation
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Statistics
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Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 15
Base Atk +2; CMB +6; CMD 17
Feats Endurance, Extend Spell
Traits magical lineage, reactionary
Skills Acrobatics +5, Climb +8, Knowledge (arcana) +4, Perception +5, Spellcraft +5, Swim +8, Use Magic Device +7
Languages Common, Orc
SQ bloodline (Orc, Draconic), fast movement, orc blood, weapon familiarity
Combat Gear acid; silver earth breaker
Other Gear campfire bead, iron vial, weapon cord, wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp
Cart
grappling hook, , silk rope (100 ft.)
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodline Arcana: Orc (Ex) +1 damage per die for spells.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Claws (5 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (90 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with
no fatigue.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magical Lineage (Infernal Healing) A chosen spell counts as 1 level lower when
metamagic feats are applied to it.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spirit Totem, Lesser (+4, 1d4+2) (Su) Spirits attack 1/round at +4 to hit, dealing 1d4+2
negative energy damage.
Weapon cord Attached weapon can be recovered as a swift action.
Thinking of a CN Dhampir Psion telepath/gun slinger, or Gramaton
Gm this is key guns, she will be from a place that has advanced guns. then she can have a pear of six shooters, [revolvers, ]thinking prime evil/underworld vibe., come the dark tower come blade.
Why this mix, cud I want a real gunslinger, a cowboy type, cuz I'm mad like that,
And just because it sounds crazy and I want to see how mythic can be used with such a mix.
also She dos not use magic, cud she 's all "science kids"
She will be a little blasting power house of undead wasting meaness, kind of lass you want by your side putting wholes in things.
Idea is little if any Armor, high Dex and int,
Remember, all, backstories are important! By which I mean they're mandatory if you want to be chosen. I'll be using them as a test of your literacy (which is important to me) and as a way of deciding between the characters. After all, anyone can do the crunch - but it's who you are and how you play that really makes a game fun. ^^
Remember, all, backstories are important! By which I mean they're mandatory if you want to be chosen. I'll be using them as a test of your literacy (which is important to me) and as a way of deciding between the characters. After all, anyone can do the crunch - but it's who you are and how you play that really makes a game fun. ^^
Sounds good to me.
And I don't mean to be pushy, but it there any chance I could use the Warder from Path of War? I'm thinking about pairing it with Stonelord Paladin or maybe a Hexcrafter Magus for a guy who's tough as nails but can't be ignored.
Would you be interested in seeing an Alchemist/Gunslinger? Probably human, unless I can think of something else of interest. A commando/soldier sort of character.
GM I'm dyslexic, I use a spell checker and I think others have in the past been ok with my slip ups, I do write long back story's, but I need feed back on my guns question to get it started, thanks
Also this will be the alt, so will change once I have feed back,
I still really like the idea of a underworld like gun slinger come psion who dos not use magic but science, but powers.
O look what just popped up, a gun slinger chemist, my, my have I opend the flood gates?
Ps
if the grammar and spelling is needed to the point of pedantry for selection, I'm not going to win that one, if it is? I'll drop out, GM. :(
@Seranov: Path of War is an acceptable sourcebook. ^^
@James: That combo is fine - though I am slightly worried about what might happen if you find yourself out of both bombs and bullets. Trapped Beyond Time is not friendly to the idea of a Fifteen-Minute Adventuring Day, so you may want to consider investing in a backup tool just in case.
@Miss Isabela: Sadly, dropping out may be the best choice for you - but I wish you the best in your future applications. ^^
@James Langley its all your I'm tripping out, They do don't they,
Ferrell just posted as an magus 2/alchemist 2
combo.
@GM Rednal
Not liking the advanced Guns question A, yep scares off a lot of GMs
they ether price them out of any PCs range or make it so hard to get them its not worth it.
You say players dropped out or lost interest in this game before the new recruitment drive.
Looking at the fact you ripped off the text to promote this game, the fact its just a Dungeon bash in all but name, the fact as a GM you seem to be running four identical games, and last of all you looking to players to be creative for you. I'm just not seeing a lot of imagination here GM, what I am seeing is a lot of fixation on process over content.
ummm Well I think it best then I do drop out, I may be a little to inventive and creative for your kind of game.
I will start cracking out a stat sheet sometime tonight then.
Worry not: I'll find something that works well for a second arm. Like... a sword lol (still full BAB, so not too fussed)
When is the expected start date for this shindig?
Advanced guns will be fine, actually. ^^ Once you can afford them, that is. I'm the type of GM who just makes things harder if you're having too easy a time of things, rather than trying to stop you from playing the characters you want to play.
As for start date, I plan to choose characters on Tuesday, and we should be up and running by Wednesday. Expect to be thrown straight into a dungeon instead of wasting time dithering - so buy what you want right now.