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tom_thiessen |
![Skeleton](http://cdn.paizo.com/image/avatar/tangled_briar.jpg)
Tucked away in the hinterlands of the Lost Coast, a small village known only as Cusp winks in and out of existence.
Here, time is fluid, and doesn't always move in one direction. Many are the stories of adventurers trapped inside the nearby dungeon complex, never to be seen again.
The chronomasters wreak havoc with timelines, uninterested in the chaos they create.
The crater holds the dungeon complex, where adventuring parties can collect a fortune-keeping it may be problematic, as the current leaders of Cusp have taken their positions through backstabbing, thievery, and outright murder.
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tom_thiessen |
![Skeleton](http://cdn.paizo.com/image/avatar/tangled_briar.jpg)
Okay, nice story, caught my interest....
System? Character build guidelines? Size of party? Deadlines? Also, do you actually have an infinite dungeon in mind? Is this, um, a module or...?
System: Pathfinder 1E
Build Guidelines: anything I can find in the srd it's probably golden; level 1, max goldParty Size: 4-6
Deadline: haven't really given it much thought...unless I get an avalanche of applicants, I'll give it 2 weeks before I close the door on this.
Module: LPJ Infinite Dungeon - Halls of the eternal moment
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
Recently one of my long-term games ended abruptly and this looks like it would be fun! My luck with dice rolls isn't the best, but here goes.
4d6 - 1 ⇒ (5, 3, 1, 6) - 1 = 14
4d6 - 4 ⇒ (4, 4, 6, 6) - 4 = 16
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (4, 2, 3, 6) - 2 = 13
4d6 - 1 ⇒ (6, 1, 2, 6) - 1 = 14
4d6 - 3 ⇒ (4, 3, 5, 5) - 3 = 14
Wow, not bad. Even got an 18 in there if I hit it with a racial adjustment. A concept I've been knocking around in my head for a healer build:
NG Male Human Oracle (Spirit Guide) 1 of Pharasma
Str 14, Dex 13, Con 14, Int 14, Wis 14, Cha 18
Mystery: Life Mystery
Curse: Wasting Sickness
Revelation: Channeling
Feats: Selective Channeling, Skill Focus (Kn: Religion)
The intent is to take Eldritch Heritage for a raven familiar at 3rd, mostly for flavor since as it stands we'd only be going to 5th and the build doesn't call for Improved Familiar until 9th (nosoi psychopomps are neat-O) but should we continue past 5th, he would go into the Holy Vindicator prestige class at 8th for a little pseudo-tankiness and cool channeling powers for punching demons and undead (he is SUPER anti-undead; Pharasma and all).
If you require a detailed backstory, I have one prepared for him that I can PM to you. I can also post here in a spoiler if that's easier, but it does deal with events from the Curse of the Crimson Throne campaign so I'd hate to give away any story stuff from that (if you are also unfamiliar with the AP, let me know and I can write up a more vague, spoiler-free backstory).
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AGM Lemming |
![Rakshasa](http://cdn.paizo.com/image/avatar/rakshasa.jpg)
Hmm.... I like the endless dungeon crawl concept. Old school D&D!
4d6 - Lowest: 4d6 - 2 ⇒ (4, 4, 2, 6) - 2 = 14
4d6 - Lowest: 4d6 - 1 ⇒ (6, 1, 1, 4) - 1 = 11
4d6 - Lowest: 4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - Lowest: 4d6 - 1 ⇒ (2, 3, 1, 6) - 1 = 11
4d6 - Lowest: 4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - Lowest: 4d6 - 4 ⇒ (4, 4, 4, 6) - 4 = 14
Not great numbers but I've seen worse. I don't see a Witch on the list yet. Maybe.... Ratfolk OK??
Background skills?
Traits?
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Skelatox |
![Erum-Hel](http://cdn.paizo.com/image/avatar/PZO9273-ErumHel.jpg)
Hmm... Would item crafting be viable? I'm considering a build based around it.
4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - 1 ⇒ (5, 1, 4, 1) - 1 = 10
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 2 ⇒ (4, 2, 2, 5) - 2 = 11
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 1 ⇒ (5, 3, 6, 1) - 1 = 14
Or... not. 13 point buy. Not as bad as Trinam, but ouch.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
I have a build in mind that I wouldn't mind trying out...let me see if I can get the dice to play along.
Roll 1: 4d6 - 1 ⇒ (6, 6, 2, 1) - 1 = 14
Roll 2: 4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
Roll 3: 4d6 - 4 ⇒ (6, 6, 6, 4) - 4 = 18
Roll 4: 4d6 - 1 ⇒ (2, 4, 3, 1) - 1 = 9
Roll 5: 4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10
Roll 6: 4d6 - 1 ⇒ (1, 1, 2, 1) - 1 = 4
Wow...18,14,10,9,8,4. That is some trash. I think that 4 effectively makes it a 9 point buy array.
Can we get a ruling on a point buy equivalent threshold where if it falls below that we can toss out the rolls and try again? Or if I could even keep everything but take another stab at roll number 6?
Retry Roll 6: 4d6 - 1 ⇒ (1, 2, 2, 5) - 1 = 9
I could submit a character with that last 9 instead of the 4.
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Nairb the Grey |
![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
I am good with that.
Roll 1: 4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
Roll 2: 4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
Roll 3: 4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
Roll 4: 4d6 - 3 ⇒ (5, 3, 3, 4) - 3 = 12
Roll 5: 4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10
Roll 6: 4d6 - 1 ⇒ (4, 5, 5, 1) - 1 = 14
Okay...No longer have that awesome high, but dropped out all of the lows too. 10 point buy array, but it will do.
So my concept is a Shabti Bard that serves as face and knowledge/skill monkey. Would be taking the blank slate alternate racial trait for the flexible skill use once per day instead of all knowledge skills as class skills since bards already have that.
Shabti are an oddball race that you don't see much on the boards, so wanted to run it by you before I put a lot of time into the build.
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Trinam |
![Cayden Cailean](http://cdn.paizo.com/image/avatar/cayden_final.jpg)
2+ rolls below 10, reroll everything? Okay I'll give er a shot.
4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 2 ⇒ (4, 2, 4, 4) - 2 = 12
4d6 - 1 ⇒ (1, 1, 2, 5) - 1 = 8
4d6 - 1 ⇒ (1, 5, 4, 2) - 1 = 11
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
24 pb but there's a reroll...
4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
4d6 - 2 ⇒ (3, 2, 3, 2) - 2 = 8
4d6 - 1 ⇒ (4, 3, 1, 1) - 1 = 8
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17
4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14
20 pb... but ANOTHER reroll. Have I mentioned my luck is legendarily questionable?
4d6 - 3 ⇒ (6, 5, 3, 4) - 3 = 15
4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
4d6 - 1 ⇒ (6, 6, 2, 1) - 1 = 14
4d6 - 2 ⇒ (2, 4, 3, 6) - 2 = 13
4d6 - 2 ⇒ (5, 2, 2, 3) - 2 = 10
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
21 pb, no reroll. Hm. One of these has to be good for something.
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CucumberTree |
Stat: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Stat: 4d6 - 1 ⇒ (2, 1, 1, 6) - 1 = 9
Stat: 4d6 - 1 ⇒ (1, 3, 3, 1) - 1 = 7
Stat: 4d6 - 1 ⇒ (6, 5, 1, 4) - 1 = 15
Stat: 4d6 - 1 ⇒ (5, 5, 1, 3) - 1 = 13
Stat: 4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
Uhgg...
Stat: 4d6 - 3 ⇒ (5, 5, 3, 5) - 3 = 15
Stat: 4d6 - 1 ⇒ (4, 6, 2, 1) - 1 = 12
Stat: 4d6 - 2 ⇒ (2, 3, 2, 2) - 2 = 7
Stat: 4d6 - 3 ⇒ (5, 5, 3, 5) - 3 = 15
Stat: 4d6 - 1 ⇒ (5, 1, 3, 5) - 1 = 13
Stat: 4d6 - 3 ⇒ (6, 3, 5, 6) - 3 = 17
Seems reasonable
Maybe a really stupid half-orc paladin
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tom_thiessen |
![Skeleton](http://cdn.paizo.com/image/avatar/tangled_briar.jpg)
The modules don't have any hooks, intro, or anything. It's like you arrive at the entrance to the dungeon and just start...very weird.
Anywho...
Going to alter one of the paizo AP intros to work for the storyline. Is everyone committed to their 2nd campaign trait, or do you just want to work out the details as to why you're be meeting up at the Rusty Dragon in Sandpoint?
I wrote a brief outline with a caravan travelling from Magnimar to Riddleport, where the PCs are either guards, or they have some kind of connection to the caravan NPCs.
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Sbodd |
Haven't created an alias yet, but here's the stats for Krusk, half orc Skald. He's a melee type and offers some solid party wide buffs while he's smashing faces in.
Basic backstory concept is that his parents disappeared when he was very young. A family of elves adopted him, and he's realized that he won't be around to see his siblings grow up without some serious life extending or time altering magic. A deep dungeon where time doesn't work right sounds like a great place to start looking...
Krusk
Level 1 half orc totemic skald
Str 16
Dex 12
Con 12
Int 12
Wis 9
Cha 14
HP 9
Initiative +3 (+2 trait, +1 Dex)
Attack: Greatsword +3/19-20, 2d6+3
AC 14 (Studded leather +3, Dex +1)
Reflex +3 (+0C+1S+2L)
Fort +5 (+2C+1S+2L)
Will +3 (+2C-1S+2L)
Languages: Common, Orc, Draconic
Proficiencies: All simple/martial weapons, light and medium armor, non-tower shields (no spell failure)
Skills:
Intimidate +8 (+1r+3c+2s+2racial)
Knowledge (any) +1s+1b
Knowledge (local) +1s+1b+2racial
Knowledge (planes) +6 (+1s+1r+3c+1b)
Perception +3 (-1s+1r+3c)
Perform (Oratory) +6 (+1r+3c+2s)
Raging Song 9/day (3 base, 2 Cha, 1 fcb, 3 feat)
Spells/Day:
1st level (1+1)
Spells Known:
0th level (4)
Dancing lights
Detect Magic
Mage hand
Message
1st level (2)
Cure light wounds
Saving Finale
Feats: Extra Performance (class), Skald's Vigor (L1)
Racial:
+2 Str
Intimidating (+2 racial to Intimidate)
Sacred Tattoo (+1 luck on all saves, replaces Orc Ferocity)
City Raised (+2 K. Local, weapon profs; replaces Weapon Familiarity)
Darkvision 60'
Orc Blooded (counts as orc and human)
Traits: Reactionary (+2 initiative)
Fate's Favored (increases luck bonuses by 1)
Class:
Proficiencies
Bardic Knowledge: +1/2 Skald level (min 1) to all knowledge checks; may make untrained checks.
Inspired Rage: +2 Str/Con, +1 Will, -1 AC
Scribe Scroll feat (substituted for Extra Performance)
Favored Class: 1 raging song round
Gear (77 lb for medium load, 105 gp):
Greatsword (50gp, 8lb)
Studded leather (25gp, 20lb)
Skald's kit (37 gp, 47.5lb)
This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
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tom_thiessen |
![Skeleton](http://cdn.paizo.com/image/avatar/tangled_briar.jpg)
I gave this 2 weeks, but looks like interest has died down.
There are 4 characters ready to go...
- Krusk - Half-orc skald
- Kubi Niss - Rat Folk Witch
- Draxia Drekaar - Half-orc Sorcerer
- Dellan Karela - Human Oracle
I said 4-6 players, and there WERE some people who talked about being interested.
We can either get this caravan rolling, wait for a couple of other characters, or blend new characters into the story down the road.