dead men walking (Inactive)

Game Master william Nightmoon

Players play as an undead in a kingdom ruled by a counsel of undead lords.


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Sovereign Court

So, if you saw my interest check, Great!!

Anyways, dead men walking is a undead based campaign. Becoming undead is based on tiers, like mythic powers. I'm still under development, but this game is all to help with that.

creation rules:

Race: any core. Ask about any race else, but you will loose any abilities I'm favor of the undead. You can keep knowledge and skill based abilities.

Class: any that doesn't require good. No gunslinger or firearm based classes. I'm trying to keep to the PRD as rules are allowed.

Stat points: 25 point build.

Traits: 1, no racial or love based.

You choose one of these to apply to yourself in addition to undead traits. Keep track of your tier. These are considered your first ability. You also gain 4hp per tier.

Vampire: Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Gains normal vampire weakness

Lich: Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Gain a phylactery, and normal lich weakness

ghouls: paralysis touch(Ex): unarmed attacks can paralyze non-elf foes for 1d4+1/4 hit die rounds. DC:10+1/2 hit die+ cha mod.

Wraith/ghost: Incorporeal Subtype: base speed is gone, replaced by fly speed of 30ft. An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
Normal weaknesses

Masked dead: this is a special undead I made.
Golden mask: your soul is trapped inside a mask made of gold or other valuable metal. You posses the body of whatever you are placed on. Subject must be your base race, or similar.( Ex. With human as a base race you may take the body of a humanoid with the human subtype) body must also be dead.

Skeleton champion/zombie lord: DR 5/slashing or blunt depending on choice

Alignment: any non-good
Starting wealth: maxed class +200gp

Posting will be on weekdays between 7:30-3:00 mountain time. Try to post allot, I enjoy games like that

For the vampire, you are considered a Moroi(normal) vampire

Backstory doesn't matter, but is good for character attitude and behavior.

Recruiting for at least till tomorrow, more if party needs balanced

Dark Archive

Dot.

If I wanted to play a Barbarian or Bloodrager, would I be able to use Rage? There is apparently a kind of alternate Rage for undead characters that gives Cha instead of Con and allows you to benefit from Rage, despite being immune to morale effects (See here, under the Vampire Savage character), but if you want to avoid that, I can think of something else.


Hmmm... I'm thinking of a Halfling ghost oracle.


Dot.


Dotting. Would you consider path of war was considering a ghoul warder.

If not I'll go lich wizard.


dot ... ghost rogue (Unchained)


I know it isn't among the ones you listed bit it's on a similar level: Would you allow a Siabrae Druid (full template here)

I'd say the first tier would be the Blightbond.


GM waz up?:

Can I have the following but at a lesser version of it with the following stipulations;

1. It is only 1/2 of the character's Charisma modifier or (2) items, short sword and masterwork thieves tools.

2. I must take this as my next ability.

Grave Trappings (Su)

Challenge Rating: +0.

The ghost died with a strong attachment to a specific item or set of objects. A ghost with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. The ghost continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by the ghost. Regardless of the type of object, all selected items are treated as being part of the ghost’s form and cannot be disarmed or removed from the ghost (even by the ghost). Should a ghost be destroyed, its equipment reappears with it upon rejuvenating. (CR +0) Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level.

Thank you


Do you have any idea how long I have wanted to play a dancing zombie bard


Crunch Thus far:

Mastigia
Male ghost rogue (unchained) 1
LE Medium undead (incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
hp 13 (1d8+5)
Fort +4, Ref +6, Will +0
Defensive Abilities incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+4/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str —, Dex 18, Con —, Int 16, Wis 10, Cha 18
Base Atk +0; CMB +4; CMD 18
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits killer
Skills Acrobatics +8, Appraise +7, Bluff +8, Diplomacy +8, Disable Device +11, Fly +8, Intimidate +8, Perception +12, Sense Motive +4, Sleight of Hand +8, Stealth +16, Use Magic Device +8; Racial Modifiers +8 Perception, +8 Stealth
Languages Common, Necril
SQ trapfinding +1
Other Gear rapier, masterwork thieves' tools, 320 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Incorporeal (Ex) You aren't quite here.
Killer Add weapon's critical modifier to its critical bonus damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Revise my idea to halfling ghost sorcerer (voidtouched)

Dark Archive

Assuming I could play a Bloodrager and still use Bloodrage, even though I'm undead, I'm strongly leaning towards a Half-orc Zombie Lord Bloodrager with the Abyssal Bloodline. Alternately, a Tiefling (maybe Skeleton) Antipaladin of Lamashtu.

How are racial modifiers being handled, by the way? Do you still get the normal stat bonus from the original race, and you just lose most of their racial traits in return for Undead immunities and such?


Also, small note for those building characters: When building an undead creature with the point system, treat your constitution score as if it was a 10. No dumping it down to 7.


Sounds interesting. Here's my:

Male Human Lich Summoner (Master Summoner)

Specializing in undead, he summons skeletons as his minions. Eidolon looks like a skeleton (undead appearance evolution)

crunch:
Azayzel Gossamar
Male human summoner (master summoner) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged light crossbow +2 (1d8/19-20)
Summoner Spell-Like Abilities (CL 1st; concentration +5)
. . 9/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—infernal healing[ISWG], mage armor
. . 0 (at will)—acid splash, daze (DC 14), detect magic, read magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 14, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Skeleton Summoner[UM], Spell Focus (necromancy)
Traits influence
Skills Intimidate +9, Knowledge (arcana) +6, Knowledge (religion) +6, Linguistics +6, Spellcraft +6
Languages Aklo, Common, Draconic, Undercommon
SQ lesser eidolon, life link
Other Gear studded leather, crossbow bolts (20), light crossbow, morningstar, bedroll, belt pouch, blanket, winter, canteen, ink, black, inkpen, masterwork backpack, parchment (10), silk rope (50 ft.), spell component pouch, 51 gp, 3 sp
--------------------
Special Abilities
--------------------
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Summoning Mastery I (9/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.

Thank you for your consideration.

Sovereign Court

Seranov wrote:

Assuming I could play a Bloodrager and still use Bloodrage, even though I'm undead, I'm strongly leaning towards a Half-orc Zombie Lord Bloodrager with the Abyssal Bloodline. Alternately, a Tiefling (maybe Skeleton) Antipaladin of Lamashtu.

How are racial modifiers being handled, by the way? Do you still get the normal stat bonus from the original race, and you just lose most of their racial traits in return for Undead immunities and such?

Yes. All con bases bonuses apply to cha for undead

And yes, you gain stats from original race.

Plz ask about anything like tengu orkitsune. You would lose most traits. Mainly the nonphysical skill bonuses. Saves can still apply. But anything like bloodline bonuses don't. Spell-like abilities don't

Sovereign Court

Anderlorn wrote:

** spoiler omitted **

That is okay, because ghost normally can't use normal weapons

Dark Archive

Alright, going to go with my Zombie Half-orc concept then. :)

Sovereign Court

Cuàn wrote:

I know it isn't among the ones you listed bit it's on a similar level: Would you allow a Siabrae Druid (full template here)

I'd say the first tier would be the Blightbond.

Sorry, no.

Sovereign Court

Seranov wrote:
Alright, going to go with my Zombie Half-orc concept then. :)

Great. I'll add in the possible chance to modify the zombie lord better than normal, perhaps by making a chance to go fast zombie or such. Definitely plague zombie.

Dark Archive

Whoops, got my wired crossed. I meant the Aberrant Bloodline, not Abyssal.

Sovereign Court

Anderlorn wrote:
** spoiler omitted **...

Be sure to state your base race. (Ex. Human, elf, dwarf, ext)


DM waz up? wrote:
Anderlorn wrote:

** spoiler omitted **

That is okay, because ghost normally can't use normal weapons

Cool, thank you! I am going to change to a rapier instead. I only really have fluff remaining plus the fixes for allowing "Lesser" Grave Trappings. One of the reasons why I purchased Hero Lab is so I can spend more time on fluff, less time on mechanics, and reduce errors. Although, I have $209+ to go before I have everything.


DM waz up? wrote:
Anderlorn wrote:
** spoiler omitted **...
Be sure to state your base race. (Ex. Human, elf, dwarf, ext)

I did in Hero Lab but it did come out in the output. I will figure it out. I may have to just include it in my fluff.

Sovereign Court

I don't have the unchained book, so if you inform me of what those mean, thank you.

Sovereign Court

Quick note: gender doesn't matter, but you can create a female of whatever you like. It will be more obvious in vampires and ghoul, but not so much in lich or skeleton.

Lich will have flesh at the beginning. They can choose to be more skeletal later on, or keep their flesh.

I have added a brief history on the campaign info page.
As well as some names of important people.


Could you provide some ore information on the Masked Dead?

How would they work? Do the physical stats come from the possessed body and the mental stats from your trapped soul?
Does sundering the mask instantly kill you?

I'd be interested in playing a Masked Dead Cleric or Inquisitor of Mammon. It seems like a perfect fit for the type of undead as the way of animation is similar to how Mammon himself is a spirit animating the hoards of Erebus.


Here is my Character, Mastigia Fur's, link.


DM waz up? wrote:
I don't have the unchained book, so if you inform me of what those mean, thank you.

It's slight changes to the Rogue, one change at 1st level is Rogues receive Weapon Finesse as a Class Feat. I can post the changes in detail tonight. It's nothing game breaking, just slight changes here and there from the norm that seem to be more logical like Weapon Finesse being a class feat instead of a standard level feat.

~Anderlorn

Sovereign Court

Cuàn wrote:

Could you provide some ore information on the Masked Dead?

How would they work? Do the physical stats come from the possessed body and the mental stats from your trapped soul?
Does sundering the mask instantly kill you?

I'd be interested in playing a Masked Dead Cleric or Inquisitor of Mammon. It seems like a perfect fit for the type of undead as the way of animation is similar to how Mammon himself is a spirit animating the hoards of Erebus.

The masked dead are the mask. Sundering it does kill you, but you don't die unless that happens. You may cast spells without a body but cannot move, the mask can only be sundered when not on a body. The body you posses takes on your physical stats because you can only take control of dead bodies of the base race. Allot of masked dead look like mummies,

If the mask is placed on a new body, the old falls down useless. If placed on a living thing you attempt to dominate the body, but the person take 1d6 per lvl of damage if he fails the save, Will DC= 10+ 1/2 hit die+ Wis mod

The mask is gold or silver. It has a hardness of 10 and hit points equal to your cha score.

If the victim saves, then you cannot dominate his living body for 24 hours.

The mask usually looks like what you used to. Although some look like oni masks.

Sovereign Court

Mastigia Fur wrote:
DM waz up? wrote:
I don't have the unchained book, so if you inform me of what those mean, thank you.

It's slight changes to the Rogue, one change at 1st level is Rogues receive Weapon Finesse as a Class Feat. I can post the changes in detail tonight. It's nothing game breaking, just slight changes here and there from the norm that seem to be more logical like Weapon Finesse being a class feat instead of a standard level feat.

~Anderlorn

You're chosen. Plz post in the discussion thread and wait for other players.

Sovereign Court

gossamar4 wrote:

Sounds interesting. Here's my:

Male Human Lich Summoner (Master Summoner)

Specializing in undead, he summons skeletons as his minions. Eidolon looks like a skeleton (undead appearance evolution)

** spoiler omitted **...

Report to discussion with alias


DM waz up? wrote:
You're chosen. Plz post in the discussion thread and wait for other players.

Thank you!


Adventure Path Charter Subscriber

Attavan, Human Wrestler (Monk 1) Vampire Tier 1

Crunch:

Lawful Evil
Deity: Urgathoa
5'10", 180 #

STR 19 (2 from Human)
DEX 14
CON 10
INT 13
WIS 14
CHA 9

HP 12 (4 from Tier 1)
Speed 30
Init +2

Fort +2, Ref +4, Will +4
BAB 0

AC 17, Touch 13, Flat 14

CMB +4 (+6 to grapple)
CMD 17 (19 vs grapple)

Trait: Armor Expert
Special Attack: Stunning fist
Feats:
* Improved Grapple (Monk)
* Improved Unarmed Strike (Monk)
* Stunning Fist (Monk) DC 12, 1/day
* Dodge (Human)
* Intimidating Prowess (1st level)

Attacks:
Unarmed +2, 1d6+4 20/x2
Sling +0, 1d4+4, 20/x2

Skills:
Acrobatics (1 rank) 5
Appraise 1
Bluff -1
Climb (1 rank) 7
Diplomacy -1
Disguise -1
Escape artist 1
Fly 1
Heal 2
Intimidate (1 rank) 7
Perception (1 rank) 6
Ride 1
Sense Motive (1 rank) 6
Stealth (1 rank) 5
Survival 2
Swim 3

Gear:
Sling
Studded leather Armor with armor spikes
Buckler
Backpack
* Cold weather gear
* Cash 87 gp
Chain (10 ft) * 3


DM waz up? wrote:
I don't have the unchained book, so if you inform me of what those mean, thank you.

Unchained Rogue

Here's the unchained version of the rogue. It helps bring it up to par with the other classes.

Sovereign Court

Ira kroll wrote:

Attavan, Human Wrestler (Monk 1) Vampire Tier 1

** spoiler omitted **

Seems good, report to discussion.


Okay, this is Seranov and I think Orym is mostly ready. Just throwing his backstory and such together now.


Don't forget your 4 extra hps for 1st Tier undead?

Sovereign Court

Yes, orym is good. I'll be looking more for a "healer" type or a necromancer. Otherwise you have to hope not to run into any powerful clerics

Go ahead and join discussion


Good catch, Mastigia. Will update that in a second.

Fixed. :)

Sovereign Court

Great, now I have three slots taken I will allow 1-2 more players. Plz be a "healer" type, divine casters are needed. Druids are okay, but know that you will be needed to heal the other undead.


Elric Von Ulfenstein:

ELRIC VON ULFENSTINE
_____________________________________________
Male / Medium / Cavalier
Neutral Evil / Humaonid (Human) / Undead (Vampire)
Init ; Senses Perception +, Survival +
_____________________________________________
BUFFS
_____________________________________________
_____________________________________________
DEFENSE
_____________________________________________
AC +18(+20)(+22), touch +11, flat-footed +17
(+7 Armor, +1 Dex, +2(+4)Shield)
Hp [16] Temp Hp []
Fort +2, Ref +1, Will +1
_____________________________________________
OFFENSE
_____________________________________________
Speed 20ft
Melee Mwk Bastard Sword +7 (1d10+4/19-20x2)
Lance +5 (1d8+4/x3)
Ranged
Special Attacks Challenge 1/Day
_____________________________________________
STATISTICS
_____________________________________________
Str 18, Dex 12, Con -, Int 11, Wis 13, Cha 14
Base Atk; +1 CMB +5; CMD +16
Feats Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Pack Attack(Tactician)
Traits Rich Parents
Skills Bluff +6, [+2 Ability / +1 Rank / +3 Class]
Diplomacy +6, [+2 Ability / +1 Rank / +3 Class]
Handle Animal +6, [+2 Ability / +1 Rank / +3 Class]
Intimidate+6, [+2 Ability / +1 Rank / +3 Class]
Ride +0, [+1 Ability / +1 Rank / +3 Class]
Sense Motive +5, [+1 Ability / +1 Rank / +3 Class] ; Armour Check - 5 (-7) (-15)
Languages Common
SQ Challenge 1/Day, Mount, Tactician(Pack Attack)
Order [spoiler/=Order of the Flame]A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown.
Edicts: The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.
Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.
Glorious Challenge: A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).
Skills: A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier's current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).[/spoiler/]
Vampiric Ability [spoiler/=Blood Drain]Vampire: Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Gains normal vampire weakness[/spoiler/]
Load
Gear MWK Banded Mail, Tower Shield, Heavy Steel Shield, MWK Bastard Sword, Lance, Cavaliers Kit ( This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.), 307Gp
_________________________________________
UNDEAD TRAITS
_________________________________________
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitudesaves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligencescore, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature'sIntelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
_________________________________________
APPEARANCE
_________________________________________
Height 6ft4
Weight 190lbs
Eye Color Red
Hair Color Black
Deity Calistria

Vampire Cavalier of the Flame for consideration. Didn't see the need for a Cleric post till I was finished building, but if you are taking two people here, please do consider him.

I think he is correct and proper, if not I can change him.

Sovereign Court

Varin al'Thine wrote:
** spoiler omitted **...

Yes, all in order. Join discussion, get ready to post gameplay

Alright, last slot for a divine caster. Need to post by Monday. I'll be closing recruitment then to start gameplay


Thank you. :)


Okay, I just gotta make a halfling vampire undead lord cleric of urgathoa going for the agent of the grave prestige class.


Is there any spots open left?. I rather really liked your masked dead idea. I think it would make for an interesting backstory/setup for a character


I've got an idea for a Golden Mask Gnome Oracle.

Crunch:

Sa'va'thul
Lawful Evil
Deity: Zon-Kuthon
3'2" 32lbs. Age unkown
STR 8 (-2 gnome)
DEX 16
CON 12 (+2 gnome)
INT 14
WIS 10
CHA 18 (+2 gnome)

HP 10
Speed 20
Init +3

Fort +1, Ref +4, Will +2
BAB 0

AC 19, Touch 15, Flat 15

CMB -2
CMD 11/8Fl

Trait: Memorable
Feats:
*Extra Revelation

Attacks:
Light Crossbow +4, 1d6 19/20x2

Skills:
Acrobatics 2
Appraise 2
Bluff 4
Climb 0
Diplomacy 4
Disguise 4
Escape artist 2
Fly 4
Heal 4 (Rank 1)
Intimidate (1 rank) 8
Perception 2
Ride 2
Sense Motive (1 rank) 4
Spellcraft 6 (Rank 1)
Stealth (1 rank) 10
Survival 0
Swim -2

Gear:
Mwk Chain Shirt
Mwk Backpack
Holy symbol, silver Zon-Kuthon
* Cash 19 gp
Twine 50'
Waterskin

Mystery:Dark Tapestry
Curse:Clouded Vision
Revelations Sidestep Secret, Cloak of Darkenss
Spells:
Lvl 0 Bleed, Detect Magic, Read Magic, Spark
Lvl 1 4/day Compel Hostility, Inflict Light Wounds, Murderous Command.
[/crunch]
I'm going with the ancient spirit is tied to the mask, gnome with it's curiosity finds it for sell at a hinky magic shop. Puts it on, the spirit proceeds to take over his body and drown him so he can keep the body. (I know it won't work that way anymore but I find it an interesting styling for a backstory. I could embellish more if given the time.


1 person marked this as a favorite.

For the masked dead, if I start as a gnome and we find a better body out there...must it be small sized or just humanoid?

Sovereign Court

Vincent Fleming wrote:
For the masked dead, if I start as a gnome and we find a better body out there...must it be small sized or just humanoid?

Must have the gnome subtype

Sovereign Court

My advice if you want a different race. Use elf then get stuck on a half-elf

I'll be able to crush you in there if you get it done by the end of today

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