Krinn's Untitled Campaign

Game Master Krinn


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@Tenro
Yes, that's the idea. However, the item will probably be something new. If it happens to be an upgraded version of an item in your possession, then you can spend your money elsewhere.

@Vehas
Gruumsh is chaotic evil. Obould is chaotic evil. No please, I asked for no evil in the OP.

@Viscount K
Each dwarven deity could have one Chosen. Just pick the deity that you think is more closely matched to your character and the way you want to play him :)

@Nightskies
Guenhwyvar is an Astral panther that can be called via the figurine. I wouldn't be surprised if Drizzt found some way to bind her to the Material Plane, to avoid hurting her each time she is called. That way, you can have Guenhwyvar as a normal animal companion for your ranger. Does the idea interest you?
If I were to build Drizzt, I think Ranger 15 is both a simpler and a more accurate way to represent him. A number of ranger archetypes from the Advanced Player's Guide also look fitting. Beast Master is a cheap archetype that makes Guenhwyvar as strong as a full druid's animal companion. Infiltrator might also be fitting if you think that Drizzt shouldn't have favored terrain and instead focus more on his favored enemies (a minor point, it says "At 8th, 13th, and 15th-level..." while I think it's a typo and should read "At 8th, 13th, and 18th-level..." since it's a replacement of favored terrain). Skirmisher is also good if you don't see Drizzt casting any ranger spells and relying on his wits and instinct instead. You can have all these archetypes at once, or maybe just one or two...


Very interested in what kinds of deity given items you have in mind. Such a cool idea. Now I have to go back and get teh Finder Wyvernspur books.


I'm reading the backstory today, both yours and your deity's. Based upon that, I'll have the deity craft a fitting custom item for you :)


Let me know if anything seems off in the story, I am open to suggestions. I took the idea of liberating cities and then just went. If anything seems to contrived or ridiculous let me know.


Also if I am being a pain let me know, sometimes I get like this when I am excited about a possible game

such a dork

:P


So, I've switched a few thing around to at least keep his armor from rising farther and give him a bit more con so he isn't that likely anymore to just fall over dead when targeted by any Antimagic/being actually hit.


DM Nabu wrote:


If I were to build Drizzt, I think Ranger 15 is both a simpler and a more accurate way to represent him. A number of ranger archetypes from the Advanced Player's Guide also look fitting. Beast Master is a cheap archetype that makes Guenhwyvar as strong as a full druid's animal companion. Infiltrator might also be fitting if you think that Drizzt shouldn't have favored terrain and instead focus more on his favored enemies (a minor point, it says "At 8th, 13th, and 15th-level..." while I think it's a typo and should read "At 8th, 13th, and 18th-level..." since it's a replacement of favored terrain). Skirmisher is also good if you don't see Drizzt casting any ranger spells and relying on his wits and instinct instead. You can have all these archetypes at once, or maybe just one or two...

Would certainly be simpler to go straight ranger. More accurate, it's difficult to say (I think the books make some rather deliberate references to his fighter levels), but who cares, it's an alternate timeline. Maybe he retrained. And simple may be the watchword here, because at level 15 with mythic tiers, this is gonna be one hell of a complicated game.


Here is Tenro's submission, updated according to the creation standard. This, combined with the backstory I submitted earlier, should complete my application for Chosen of Kelemvor (Death, Fate, Justice).

He will focus primarily on the Fate and Justice parts of his deity's portfolio, and his party role is intended to be primarily melee support (mobility-based flanking and sneak attacking, etc.) He can detect and disable NONMAGICAL traps (he doesn't have trapfinding).


More questions for the GM:

Since the world has been overrun by chaotic evil and lawful evil for a few years, I would expect that some stand defenses had been developed in that time.

Are the devils and demons still considered summoned for the purposes of banishment and associated spells?

For the players, I would expect that some of the following types of gear would quickly become very standard:

Assuming they still count as summoned

Ring of Evil Warding:

Aura faint abjuration; CL 5th

Slot ring; Price 2,000 gp; Weight —

Description

This ring wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Construction Requirements

Forge Ring, protection from evil; Cost 1,000 gp

Fairly common weapons (among the wealthier) might be:

+1 Holy <insert weapon> Evil Outsider Bane:

The base weapon would cost $32,000 plus the cost of the masterwork weapon.

Against evil: +1 Atk, +2d6, ignores DR
Against evil outsider: +3 Atk, +4d6, ignores DR

Holy
Aura moderate evocation; CL 7th; Weight —

DESCRIPTION
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, holy smite, creator must be good; Cost +2 bonus

Bane
Aura moderate conjuration; CL 8th; Weight —
DESCRIPTION
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, summon monster I; Cost +1 bonus


Whew, the crunch is done, with a bit of polish and spit to go. I've got a Alias I can rename, and I'll put it all in there and post when that's done. I haven't written an backstory yet, but I've got a few things up my sleeve to get started.


Here's a list of applications for which I've received at least a sheet or a background, or there's at least more than a token post for interest.


  • Nightskies - Drizzt (Ranger?) - Chosen of Mielikki - no sheet, no background (canon stops at 1374)
  • Rokku - Bard - Chosen of Lliira - no sheet, no background
  • Vuvu - Belsiard (Bard) - Chosen of Finder Wyvernspur - ok sheet, ok background, item delivered
  • Finkmilkana - Tarwas (Magus) - Chosen of Corellon Larethian - ok sheet, ok background, item delivered
  • Nidoran Duran - Feardorcha (Bard) - Chosen of Oghma - ok sheet, ok background, item delivered
  • Lady Zaldane - Paladin - Chosen of Sune - no sheet, no background
  • Lord Manticore - Barid (Rogue) - Chosen of Tymora - partial sheet, partial background
  • Stiehl9s - Paladin - Chosen of Torm - no sheet, no background
  • Ynaeve Amryln - Wizard - Chosen of Mystra - no sheet, no background
  • Tenro - Bariel (Ninja) - Chosen of Kelemvor - ok sheet, ok background, item delivered
  • Viscount K - Thibbledorf (Barbarian) - Chosen of Clangeddin Silverbeard - no sheet, no background (canon stops at 1374)
  • LazarX - Gareth (Arcane Trickster) - Chosen of Mystra - ok sheet, no background

The bold ones are the first 4 submission that are complete, save perhaps for some minor crunch details.
Mystra won't have two Chosen, so in case she chooses one, the other won't be part of the game automatically.
If you wish to chat in private about your character, feel free to send me a PM!
Any question, feel free to ask :)


@Ynaeve Amrylin
The fiends moved physically into the Prime Material throughout portals, so they're not treated as summoned or called, unless they're actually summoned or called through magic, this means that they die for good when they're actually killed.
The fiends still have the extraplanar trait while in the Prime however, so Banishment, Holy Word and Dismissal all work fully against them.
Where's that ring from? I can't find it in the Ultimate Equipment and its pricing seems also rather off for the benefits: continual +2 resistance and +2 deflection to AC against 33% of all creatures (and I'm being generous with that 33%), plus extra immunities for just 2000 gp reminds me of that ring of mage armor that provides +4 armor to AC for 2000 gp, sorry but that item won't exist in that form. However, potions of protection from evil are rather cheap at 50 gp each and they can easily last one full encounter.
I'd add some cold iron and silver to those weapons as well, since the meanest fiends also have that kind of damage reduction... +3 holy would be the best in that case since a +3 weapon bypasses silver and cold iron damage reductions. And no, +1 evil outsider bane doesn't count as a plain +3 toward the damage reduction bypass. :)


Okay, here is Deatur's crunch.

Hopefully I can make some changes to equipment or spells known as needed depending on who is in it with me. Backstory forthcoming...


@Oterisk
Spells known will be fixed but you can keep some leftover money to buy other stuff after you meet the others.


Hopeing i get everything done in time for you to decide


nidoran, would be fun to have two bards in the party! Especially because Belsiard's mother was a Cleric of Oghma. That and supposedly there is a little bit of tension between Ogmha and Finder. could be a blast.


Since I have 4 full sheets with backstories, I'm putting the deadline at February 28th. I'll make my picks on March 1st, using these guidelines in order.

- I'll choose 5 characters. 4 is the absolute minimum but I think I'll have at least one more sheet ready in no time :)
- No deity will have more than 1 Chosen.
- A good backstory will make me want to choose you and it's a good meter to see how you like your character's life and not only his numbers. Good is bound to be subjective though, but as long as I see that you put some effort on your backstory and it's believable (you don't get to kill Asmodeus) and consistent (you can't be an Aasimar born off a Half-Fiend, not alive at least), it's good for me. I'll put the same effort studying the cool item that is my answer to the background :)
- Character power and survivability will make the deity more likely to choose your character. If a character is weak, the deity would just wait and look for her champion elsewhere in this moment of need. If you or I think that your character is weak, you can (ab)use me for advices. I like building characters (and NPCs) very much.
- The party should be the most versatile possible to ensure that everyone gets his chance to shine and the group as a whole will have multiple ways to handle any problem it faces. I'll try and put together a party that can do the following: buff, debuff, control the battlefield, deal damage, soak damage, use most skills, heal, prevent/remove afflictions, move fast within the setting and beyond.

There's a reason I gave an order on this, however. Even if you are the only healer in list, you still have to earn your place with a cool story and decent sheet :)


Interested!


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So we can't kill Asmodeous, what if we say we killed Aroden? Is that legit?

I wonder how many party's have headed out as Bard, Bard, Magus, Ninja :)

I think the plan would be. Bards go play good cop bad cop, or bad cop worse cop, while the squishies sneak around behind them and splatter them. If they don't drop, Invisibility all around and run away.


Hey, Pathfinder bards are perhaps the most powerful classes available! :P


I was just looking at the spell protection from evil as an always on item.

Not that I am buying it, just looking at what would make sense to become a fairly common item with lots of evil running amok.

For the weapon, the quality holy bypasses dr on evil creatures, so a +3 enhancement value isn't needed, other than that the weapon is effectively a +3 for having the holy quality.

Here's the backstory:

Background:

1308 Ynaeve is born to Dawnlyt and Styndar Amryln in Aerie of the Snow Eagles. She spends here early years learning the ways of the Avarial and begins her study of the arcane arts.
1344 Ynaeve, still a young Avarial, travels with her parents to Evermeet. Her parents perform as emissaries between the Avarial and Queen Amlaruil Moonflower. In Leuthilspar she continues her studies of arcane magic and becomes a journeyman wizard.
1371 Kymil Nimesin leads an invasion against Evermeet. Now a master wizard, Ynaeve assists with the defence of the realm. Her parents, both wizards in their own rights, are killed with the destruction of the Tower of the Sun.
1373 Ynaeve had been studying at the Monastery of the Yellow Rose in Damara. While she was here she assisted several noted heros in the defense of the monastery from an unanticipated Rage of Dragons initiated by the lich Sammaster. While her actions were not that notable, as far as she thought, the heroes introduced her to Taegan Nightwind, another Avarial. Smitten with a crush, she followed Taegan for a year. She left him when she discovered she was with child and left his company without informing him of his impending progeny.
1374 The world change with the arrival of demons and devils across Faerun. Ynaeve found herself in hiding behind enemy lines, pregnant. With the assistance of a party of dwarves, she was able to travel underground and escape the battle lines at that time. She traveled to the Arie of the Snow Eagles and successfully gave birth. Torn between her desire to remain and mother her child, and her duty as a wizard of no small ability, Ynaeve left her young daughter Genfaire and returned to Evermeet. From Evermeet Ynaeve spends the next several decades fighting on different fronts.
1389 Ynaeve travels to Aerie of the Snow Eagles to check up on her daughter, now 15 years of age. Having lived among humans and other races, Ynaeve feels that the seclusion of the Aerie is more detriment than benefit, and against the suggestion of the Council, leaves with Genfaire to return to Waterdeep. Several days out from Waterdeep the two of them are attacked by a roving band of demons. In the ensuing fight Ynaeve decides to risk a teleportation before they are overrun and captured. The ‘port goes badly from the interference of one of the demons and Ynaeve and Genfaire wind up stuck in the plane of dust. Quickly casting protective magics around the two of them, they wait until Ynaeve can regain her severely depleted magical energy from the battle with the demons. Unfortunately, a mob of dust mephits stumbles upon the pair. Normally, this would be no problem for a master wizard. But Ynaeve has exhausted all of her offensive spells. Grimly fighting to protect her daughter, she manages to slay the creatures, but not before they are able to mortally wound Genfaire. Holding her daughter’s body, Ynaeve can do nought but wait until her strength returns. Risking yet another teleport, Ynaeve ‘ports the two of them to the top of Mt. Waterdeep. Her daughter looks out across the city of Waterdeep and gasps “It is as beautiful as I drea...” The death of her daughter shakes her more than the many deaths she has witnessed in the war for survival on Faerun. She mourns for her daughter for several years, performing minor magics to cover room and board.
1394 Ynaeve is approached by a group of elves from Evermeet and asked to join an expedition below Waterdeep in the hopes of finding a library thought to still exist in the ruins of Aelinthaldaar. Over the next year, the expedition makes several forays into Undermountain. Ultimately the expedition fails to find the library, though clues are uncovered that indicate it does indeed still exist. With half of her party killed in action, Ynaeve reports failure and requested reinforcements are denied.
1397 Finding a need for specific magical gear, Ynaeve sets up shop in Waterdeep as an arcane crafter specializing in protective charms and other defensive items. She is loath to make offensive weapons, but has on occasion taken a commission for one. During this time she develops an arcane consecration spell that offers some protections against the planar evils.
1407 With the return of the gods and divine magic Ynaeve rejoices with the city of Waterdeep in the hopes that the world will be set right. This hope strengthens her resolve and she places her shop under the care of a few close associates and returns to an active role in fighting back against the devils and demons that continue to harass and plague Waterdeep’s borders.
1409 The loss of her daughter still pulls at her, but she now has hope and stands upon the battlements of Waterdeep looking out over the plain where another scouting mission by a group of mehrim demons had been defeated. “It’s almost funny how these goat demons can so easily be defeated by launching carion imbedded with cold iron spikes. I guess the goat runs strong in them.”


A Balor has DR 15/cold iron and evil. A +1 holy longsord won't bypass the DR because it isn't cold iron. A +3 holy longsword would, because the +3 takes care of the cold iron part.

Potions of protection from evil are indeed very common items.
But that always on item would cost at very least 8000 gp (+2 deflection) plus 4000*1.5 = 6000 gp (+2 resistance) plus 4000?*1.5 = 6000? gp (ad hoc pricing here, for immunity to some mind affecting spells and contact with summoned creatures) for a total of 20000 gp. Price halved because it only works against evil (although it's a fairly large percentage of foes) and 10'000 gp is a much more reasonable price for such an item.

Nice backstory, although it still lacks your own death and why you chose to follow Mystra instead of, say, Aerdrie Faenya :)


DM:
Currently Belsiard has a Lyre of Building. Can that be added into the mythic item, with the caveat that it must be in the form of a lyre to be used as the lyre of building? Also I would NOT respend the gold.


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you have a PM


I just realized two of my magical items take up the same slot. I just fixed it.


Vuvu wrote:

So we can't kill Asmodeous, what if we say we killed Aroden? Is that legit?

I wonder how many party's have headed out as Bard, Bard, Magus, Ninja :)

I think the plan would be. Bards go play good cop bad cop, or bad cop worse cop, while the squishies sneak around behind them and splatter them. If they don't drop, Invisibility all around and run away.

I'm merely a simple merchant roll a sense motive, and I approve of this message.


Two questions:

Spoiler:

If we died, does it matter when? I mean, the gods have been out of touch for a while, maybe the best option is someone who died a few years ago. I'm particularly interested in the lightning and meteor strikes in 1374 as it is the most pivotal things that has happened with Bahamut in the near history, the fact that it happens in the same year as your cataclysm is pretty awesome, as they may have been connected in some way. I was thinking about having my character being awesome in that year, and impressing Bahamut in being his last hero who had survived as long as he did for whatever quirk of fate. When it came time to resurrect and make a chosen, He would have been the first one he thought of as he was last on his mind.

That's just my thought anyway, I could play a bit of a fish out of water, like captain america who woke up years after his time. Anyway, that's my thought and I wonder what you thought of it.

Second question, I think I might make room for Craft Wondrous Item, as it could seriously help my finances. What do you think of adding items together, like an amulet of mighty fists and natural armor? The rules allow for such things, but some GM's don't allow that.

Silver Crusade

Minus (most) equipment, here is Drizzt's statblock.

Drizzt:

Drow Mythic Tier (Champion, Guardian) 5 Ranger (Beast Master, Infiltrator) 15
CG Medium Humanoid (elf)
Init +17; Senses low-light vision; Perception +22
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Defense
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AC 30, touch 19, flat-footed 21 (+11 armor, +8 Dex, +1 dodge)
hp 164 (15d10+45)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +17, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities; SR 21
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Offense
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Speed 30 ft.
Melee Icingdeath +24/+19/+14 (1d6+10+2d6 vs. Evil Outsider+1d6 cold/19-20/x2) and
. . Twinkle +25/+20 (1d6+7/19-20/x2)
Ranged Taulmaril (Str +1) +26/+21/+16 (1d8+4/x3)
Special Attacks favored enemies (evil outsiders +8, goblinoids +2, magical beasts +2, monstrous humanoids +2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Ranger (Beast Master, Infiltrator) Spells Prepared (CL 12):
4 (1/day) Named Bullet, Greater
3 (2/day) Instant Enemy (x2)
2 (3/day) Protection from Energy, Perceive Cues (x2)
1 (4/day) Longstrider, Pass without Trace, Liberating Command (x2)
--------------------
Statistics
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Str 12, Dex 26, Con 14, Int 14, Wis 14, Cha 14
Base Atk +15; CMB +16; CMD 35
Feats Combat Expertise (m), Combat Expertise -4/+6, Dodge, Dual Path (m), Endurance, Favored Defense: Favored Enemy (Evil Outsiders) +4, Improved Initiative, Improved Two-weapon Fighting, Mobility, Quick Draw, Two-weapon Fighting, Two-weapon Rend, Weapon Finesse, Weapon Finesse (m), Weapon Focus (Shortsword)
Skills Acrobatics +24, Bluff +2 (+4 vs. goblinoids, +4 vs. magical beasts, +4 vs. monstrous humanoids, +10 vs. evil outsiders), Climb +7, Escape Artist +24, Fly +6, Handle Animal +10, Heal +10, Knowledge (local) +4 (+6 vs. goblinoids, +6 vs. magical beasts, +6 vs. monstrous humanoids, +12 vs. evil outsiders), Knowledge (nature) +15 (+17 vs. goblinoids, +17 vs. magical beasts, +17 vs. monstrous humanoids, +23 vs. evil outsiders), Knowledge (planes) +4 (+6 vs. goblinoids, +6 vs. magical beasts, +6 vs. monstrous humanoids, +12 vs. evil outsiders), Perception +22 (+24 vs. goblinoids, +24 vs. magical beasts, +24 vs. monstrous humanoids, +30 vs. evil outsiders), Ride +15, Sense Motive +17 (+19 vs. goblinoids, +19 vs. magical beasts, +19 vs. monstrous humanoids, +25 vs. evil outsiders), Stealth +34, Survival +15 (+17 vs. goblinoids, +17 vs. magical beasts, +17 vs. monstrous humanoids, +23 vs. evil outsiders, +22 to track), Swim -1 (+3 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven, Elven, Undercommon
SQ adaptation (150 minutes/day), adaptations (adaptation: darkvision 60', adaptation: great fortitude, adaptation: iron will, adaptation: natural armor + 2, adaptation: skill focus [stealth]), amazing initiative, animal companion link, armor mastery (light armor), bane (evil outsider), combat styles (two-weapon combat), defending, guardian's calls (absorb blow, fleet charge), hard to kill (die @ -28), improved empathic link, mythic saves, path abilities (armor master, cage enemy, fleet warrior, mythic companion, precision), poison use, quarry, recuperation, share spells with companion, surface infiltrator, surge[1d8], swift tracker, track, wild empathy, woodland stride
Other Gear +5 Shadow, improved Mithral Chainmail, Icingdeath, Taulmaril (Str +1), Twinkle, Belt of physical might (Dex & Con +2), Headband of mental prowess (Int & Wis +2) (Sense M, 102730 GP
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Special Abilities
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Absorb Blow (Su) You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon's breath, a spell, or a weapon.
Adaptation (150 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Darkvision 60' (Ex) Gain temporary use of various abilities
Adaptation: Great Fortitude (Ex) Gain temporary use of various abilities
Adaptation: Iron Will (Ex) Gain temporary use of various abilities
Adaptation: Natural Armor + 2 (Ex) Gain temporary use of various abilities
Adaptation: Skill Focus (Stealth) (Ex) Gain temporary use of various abilities.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Mastery (Light Armor) No max dex or arcane spell failure for: Light armor, Shields
Bane (Evil Outsider) +2 & +2d6 damage vs chosen type
Cage Enemy (Su) You can prevent an enemy from escaping your reach.
Combat Expertise (m) You gain +2 AC from Combat Expertise. Mythic power negates attack penalty.
Combat Expertise -4/+6 Bonus to AC in exchange for an equal penalty to attack.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Defending Transfer weapon enhancement bonus to AC.
Drow Immunities - Sleep You are immune to magic sleep effects.
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Favored Defense: Favored Enemy (Evil Outsiders) +4 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Evil Outsiders +8) (Ex) +8 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Fleet Charge (Ex) You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this roun
Fleet Warrior (Ex) When making a full attack, you can move up to your speed either before or after the attack. This movement provokes attacks of opportunity as normal. You must be at least 5th tier before selecting this ability.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Mythic Companion (Su) Select one animal companion, cohort, eidolon, familiar, or mount gained from one of your class features or feats.
Mythic Saves (Ex) If you succeed at a saving throw suffer no effect from nonmythic source.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Resistance (21) You have Spell Resistance.
Surface Infiltrator Surface Infiltrator
Surge[1d8] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to survival checks made to track.
Two-weapon Rend You deal an additional 1d10+(STR*1.5) if you hit with both of your weapons.
Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Why no Skirmisher?:
Though the no-magic approach appealed and made sense, the spells seemed a better approach. Most of the spells selected are among the least flashy, favoring a non-caster feel. I would have taken the following as Skirmisher. There is time to switch to this instead...

Bolster. 4 AC vs 1 attack for companion, immediate
Distracting. -2 to attack on enemy hit for round
Hobbling. Half target's speed for 1d4 rounds
Sic'em. Extra attack for companion. (swift)
Skill sage. Roll twice on skill check
Vengance strike. Retaliate when ally is hit. (immedeate)

AC ends up right where I want it (after amulet of nat. armor and ring of protection, using Twinkle and Combat Expertise). I'm thinking he has enough offense, though the thought of Improved Critical keeps coming back to me...


A note on Bariel's AC, he typically fights with mythic combat expertise so it will be higher than the number there. I just didn't include the mythic combat expertise bonus because it isnt necessarily always applicable.

Silver Crusade

Recent history in the works, as well, of course.


Did some reworking of the items after our chat. Went w Ring of counterspells(this will be particularly effective if we have a mage in the party who can cast delightful things into it, the wayfinder and ioun stone combo

Also sold the runestone i had to make the buckler a +4 and added benevolent to the armor to allow me to give an ally a +7 to AC if I aid them


Still have to add mythic, clean up some gear, and finalize the spell selections. Added a point of death.

And I would only need to make a couple of minor tweeks to change from chosen of mystra to labelas enoreth.


@Oterisk
If you died before 1408, when the deities were still silent, you're out of luck. You have to die during 1408 or 1409 for the deity to acknowledge you.
Bahamut would be impressed if you managed to stay alive and fight in his name even after his silence.
Also, being alive through the past decades means that you got to experience the fiends cruelty and you'd be even more motivated to drive them off your homeplane.
About the item merge, you can do it by adding 50% to the price of the second item added. Some things cannot work this way, like a phylactery of positive channeling can't be merged with a phylactery of negative channeling, but unless you're doing something crazy like that it won't be a problem.

@Nightskies
Can you please show me how you're managing to apply weapon finesse to your weapons? Are you using "refluffed" shortswords?
I didn't see you picking any trait or regional feat at 1st level. Maybe I can be persuaded to make a drow-only trait that treats scimitars as light weapons... You can get improved critical via scabbards of keen edges or a friendly caster, or in lieu of quick draw (which I think you keep to be able to use spells, see below).
About the spells/skirmisher thing, it's your character :) I personally think that 9 "spontaneous" skirmisher tricks might see more use than 10 "prepared" spells that you must choose each day like a wizard, not to mention that tricks do not steal your standard actions and don't require a free hand for somatic components. Ranger spells are better if you're planning on using many wands and scrolls, however, and instant enemy is any ranger's wet dream. Ultimately it's up to you.


It begins! Viscount K here, beginning the descent into madness.

I've started work on the story I have planned for Pwent, but I'm waiting to really delve into that until I can speedread some books this weekend. In the meantime, the crunch has begun, and I have a few unorthodox bits I wanted to bounce off of you.

First up, a feat.
Spiked Destroyer: From Faiths of Balance. This one's particularly tricky, since it technically calls for you to be a worshiper of Gorum. I was hoping that could be waived, since, y'know, Faerun, and it doesn't seem to be particularly faith-based.

Second, Pwent at the moment has a super-dumped Charisma (5 after racial penalty, yech!). Not usually something I would do, but...well...it's Pwent! If that's not cool, I'll just jack it back up.

Finally, I was toying with aging him. He's pretty old in the books. I'd rather not, since it wouldn't do much for me, but it would be accurate. I was thinking maybe the Ascension restored his youthful vigor as well as all the other funky stuff it pulls, so that wouldn't be necessary, but if not, then I'll make it happen.

Silver Crusade

You guessed it about refluffed shortswords- must have noticed the 19-20 crit range? Getting the ability to use scimitars as light weapons would be fair, and would be ever so slightly weaker than Exotic Weapon Proficiency (wakasashi).


I might wind up regretting making a profile before selection time, but I just cant help myself :)


Neither could I...


Yeah, I do it all the time. I figure if I don't use 'em for this game, there'll be another.


DM Nabu wrote:

Wow so many new posts :D

@Barid Naismith.
If you ask a caster to craft an item for you, he will sell the item at its full price. You only get the reduced price if you can craft it yourself by rolling a natural one on the check.
Those prices are not correct. Weapon special abilities don't cost a flat amount of gp that you just add together. For example, shocking burst is equivalent to a +2, and a simple +2 weapon does indeed cost 8000 gp, but a +2 shocking burst weapon costs like a +4 weapon (+2 from its enhancement plus +2 from the special ability) or 32000 gp, not 8000+8000=16000 gp. You add the modifiers together and calculate the final cost based off the total modifier.
The most you can have out of a weapon is a +5 equivalent one, so you can have, say, your Cotumo be +3 keen rapier of evil outsider bane and it would cost 50320 gp. If you want to pay any less, a +2 keen rapier of evil outsider bane would cost 32320 gp and it's a +4 equivalent weapon. Similarly for your other weapon.

I've gone ahead and made the necessary changes to Baird, and the profile link reflects the revised cost breakdown. I haven't had a chance to look over the most recent posts, but if you need anything else, just let me know.


"A fine bandwagon you have. Allow me to walk alongside it, and join in on the parade."

Presenting Guenhwyvar. She's technically a tiger, but like the shortswords, re-flavored to be the Dire Panther that she is. After all, she's 600 lbs. Not a dainty, dog-sized normal panther. Oh, and she has a chainshirt, because animal companions need some of that wealth by level too. Depending on how you feel about it, Nabu, she'll have a lot more than a chain shirt.

600 lb Dire Panther:
Guenhwyvar
Tiger (Dire Panther)
N Large Animal
Init +5; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 33, touch 14, flat-footed 28 (+6 armor, +5 Dex, -1 size, +13 natural)
hp 111 (+48)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Tiger) +18 (2d6+9 plus grab/x2) and
. . Claw x2 (Tiger) +18 x2 (1d6+9 plus grab/x2) and
. . Rake x2 (Tiger) +17 x2 (1d6+9/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 28, Dex 20, Con 17, Int 3, Wis 15, Cha 10
Base Atk +9; CMB +19 (+23 Grappling); CMD 34 (38 vs. Trip)
Feats Armor Proficiency (Light), Improved Natural Attack (Bite [Tiger]), Multiattack (Multiattack / Extra Attack), Skill Focus (Stealth), Toughness +12, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Acrobatics +5 (+9 jump), Fly +3, Stealth +22 (+26 in Undergrowth) Modifiers +4 stealth in undergrowth
Languages
SQ devotion +4, improved evasion, multiattack / extra attack
Other Gear +2 Mithral Chain shirt, You have no money!
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Mythic Companion (Su) Has 5 Mythic Power, but can only use it to add to a d20 roll.


Ggggrrrr so wanting to play in this campaign but don't think i'll make it by the dead line


After a few day thinking about the character, I've got the background ready but not the build yet.

Background:

Early 1320-30 In the depths of Archen Woods lies a ruined elven wizard school. Specialized in conjuration, one of the magic item left in its vault started malfunctioning and summoned on its own a young Oni.

Easily escaping the vault, the native outsider set out to explore the ruins and recover its treasure. Bolstered by her discoveries, she quickly gained in power and attracted a band of human followers devoted to her cause. Far from her own and with an unique opportunity, , she set out to conceive children with many of her followers and find herself at to increase their number and insure the loyalty of her band.

In 1346 of Sarith, 7th son of Svilna (Oni-mage) and Malar her body guard, (a human fighter) was thus born in the in the Archwood. From his birth, Sarith was trained as were his sisters and brothers from different father in the duties of protecting their mother.

However, Svilna masterplan was derailed by the appearance of the portals all over Faerun in 1374. In 1376, when a Devil army appeared at the gates of Archenbridge, the Oni-mage offered her services and was part of the successful assault on the town. Rewarded by the Devils at the head of the army, she was raised at a commanding position and left to govern the town in their name while the army was going to take over other towns of the Dalelands. Despite all her intelligence, her greed prevented her from seeing the truth. Her position was just a plot to lure a rival Demon army to the town to be albe to attack it from behind. Indeed, within a month, a Demon army set siege to the fortified town and got ready to storm it. The few devils left with Svilna were far from sufficient to defend the city and she had no choice but to try to escape alone, leaving her band behind. However, her desperate use of a teleportation device was far from successful and she disappeared in a maelstrom of negative energy. During the demonic assault, most of the band was captured and killed with the exception of Sarith who managed to escape the city keep thanks to his father sacrifice. Alone and in a hostile city, Sarith, still a kid by tiefling standards took refuge in the lowest districts. Hungry and lost, he tried to hide into an opened but empty building only to be found by an old man, sweeping the floor.

Unfazed by his looks, the man listened to the desperate tiefling plea and laughed, thanking his god for this turn of fate. I will protect you, he said, but you will be my god’s weapon and together, we will administer justice and vengeance to all. The get of a demon, turned against them, what a turn of fate!

The old man, Ulnar, was more resourceful than he looked and trained in many different arts and craft, from war to tactics, from guile to magic. He even said he knew how to craft magical items even if he could not. But most of all, he was highly devoted to his god, Hoar, the god of justice and revenge he said.

During the next 20 years, Ulnar trained Sarith both in the physical and spiritual arts and crafts, for the old man was also transmitting all the rituals, prayers and knowledge about his god. And he was careful to keep Sarith hatred of the Demons and Devils who killed his family intact.

At first, they stayed in Archenbridge but eventually set out to different locations in the Dalelands and out. There, with the demon domination, Sarith appearance was the best disguise. In many of the places where they stopped, Ulnar found contacts or caches where magical equipment was stored. Eventually returning to Archenbridge, they were ready to start their revenge: identify those who had played a role in Sarith’s mother betrayal and in his father death. Over the next years, the weakest of those were found and killed and Sarith grew in power and experience.

In 1407, when the gods’ powers could again be sent to their priests, Ulnar revealed himself to be a high priest of Hoar. Ulnar and Sarith exulted because they could now start fighting the strongest of their foes bolstered by divine magic.

In the next two years, they managed to track all of their foes down to the last one, a powerful belier devil. This devil, the one to engineer Sarith’s mother betrayal and one of the most intelligent of his kind had seen through the pattern of killing and was waiting for them, when they thought they had managed to surprise him. Fortunately, Sarith and Ulnar were not alone in this fight and had brought a powerful party of Hoar followers. Both parties were evenly matched and fell to each other blows until the Devil managed to kill Ulnar and gravely injure Sarith. With his last energy, Sarith threw himself into the last intact devil head, getting bitten to death while he killed the beast.

As for the build I've gone through three different character builds: a ranged ranger, an inquisitor and a cleric. Naturally, I'm more found of the ranger, cause it's my favorite class and I have little opportunities to play above 15th level.
The cleric build would be a LN negative energy cleric as I have played a lot of clerics/healers recently but never negative energy ones.
I've never played an inquisitor yet and while I like the class feeling, I find it needs a lot of data management to track the different bane/judgements/feats. I know PbP could help a lot with that as it is not as fast paced as tabletop but has anyone here played and Inquisitor at such high level and how did they manage?

Any thoughts on that?

Anyways, I'll fiddle a little more with the crunch over the week-end and will propose a full character sheet on Sunday at most. and depending on the character class, I'll expand the second part of the background.


sounds like an inquisitor to me


At this point, I've revised his background in the profile link, and, barring additional advice, should be completed. The background is much more thorough than before, based on what has been submitted thus far. Please let me know if anyone has any comments. Gracias for your consideration. :)


Llaelian wrote:

After a few day thinking about the character, I've got the background ready but not the build yet.

** spoiler omitted **...

Perhaps you can use the urban ranger archetype? To me that sounds like Sarith is like. You should still be able to use the ranged options for the ranger, you just lose a few options that wouldn't likely fit your background anyway.


Oterisk wrote:

Okay, here is Deatur's crunch.

Hopefully I can make some changes to equipment or spells known as needed depending on who is in it with me. Backstory forthcoming...

History written, Magical items reworked after I made some room for Craft Wondrous Item.


Lord Manticore wrote:
Llaelian wrote:

After a few day thinking about the character, I've got the background ready but not the build yet.

** spoiler omitted **...

Perhaps you can use the urban ranger archetype? To me that sounds like Sarith is like. You should still be able to use the ranged options for the ranger, you just lose a few options that wouldn't likely fit your background anyway.

Thanks for the suggestion and Belsiard's as well. My ranger build was an urban one, indeed. I should work on the inquisitor now as the ranger character sheet is almost ready.


@Viscount K
About the feat, I'd substitute Improved Overrun or Improved Bull Rush as prerequisites instead of worshiper of Gorum. You can make the extra attack if you have the related feat(s).
I have no problem with a charisma of 5.
If you wish to be accurate, you should find out his birth year. Dwarves take much time to age and a middle-aged dwarf (125-187 years using Pathfinder rules, though you can use the FR setting for dwarven ages) shouldn't be penalized. There's always the mantle of immortality if Pwent is THAT old! :)

@Drizzt
Yeah you can refluff a dire panther such as Guen as a "big cat", using the druid's table.
Consider one of your traits taken then, call it "Drow Scimitar Training" or something, it's a racial trait for drows.
You can put another magical item on Guen, on the "neck" body slot, if you wish.

@Llaelian
Good backstory!
As Belsiard said, I too think that it seems more suited to an inquisitor rather than a ranger or cleric, although it can surely fit any of these classes. Inquisitor is also good because it would let you play both a "ranger" via your bane and judgment abilities mimicking favored enemy and terrain, and a "cleric" with your domain powers and spells (you won't be able to cast the highest level spells, but still ok). I've seen all three classes in play with a similar concept running, and if you never played an Inquisitor, perhaps this could be your chance to try. Bookkeeping is a non issue in a PbP, really :)
I'll send you an item depending on which character you plan to use :)


Interestingly, there's some debate as to Pwent's age. Originally, he was portrayed as older than Bruenor, but in a later novel, the narration said he was younger.

Also, while he stayed behind from Gauntlegrym at first, supposedly due to advanced age slowing him down, he later showed up anyway, more or less none the worse for wear.

I totally already have both Improved and Greater Overrun, by the way, so that's easy.


Then you can use the youngest fit and see if you can still be "young" instead of middle age. I doubt you'd be older than middle age anyway, and at this level a +1 or -1 to stats are not an issue anyway.
If you have Greater Overrun, you can use the feat during overruns, but not during bull rushes (unless you also take the improved bull rush feat) :)

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