Time to die

Game Master DEWN MOU'TAIN

The characters have been forced to participate in a violent bloodsport in an attempt to earn their freedom. yet freedom can only be found at the end of the dungeon, and at the edge of a knife

dungeon map


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Your last dungeon delve was a total disaster. Everyone in the party, except you, died. Crushed, flensed, stabbed, boiled in oil, acid erosion, poisoned needles, the list of gruesome misery inflicted upon your companions has seared the events into your skull. Every night you sleep, you see it happen, over and over again. You barely got out alive, with demons, orcs, goblins, dragons, hot on your tail. Only, you jumped out of the pan and into the fire. Slavers captured you, beat you, drugged you, kept you in a half catatonic state, leaving the images of your friends dying your only source of stimuli.
When you come to, your first lucid thoughts, you managed to kill one of the slavers with your bare hands. Or it was with some magic. Youre not sure, but, he lays dead at your feet.
Good. this one has some fight in her. Send her to the Tomb an unseen voice from the black cloak of darkness beyond the lone torchlight commands, before your vision is blackened from a sharp blow to the back of the head.
you come to for the second time, and see yourself fully dressed, wearing all of your gear that you wore before, with some extra items added for good measure. You look around, and see several others wearing similar adventuring clothing, swords, shields, magical robes, a holy symbol, etc. A lone figure stands before you all, whispy, like smoke. It waves in the faint wind of the day, yet seems to rematerialize before you.
All of you are here because you show tenacity. determination. sheer grit. Raw power! We want that to be on display here today. Your goal is simple. Get through the dungeon. Be the last one alive. Receive your freedom. There is one key set within this dungeon. It will only work for one person here, the last person alive. Yet this dungeon is complex, dangerous, vengeful. It will take teamwork to get through the dungeon. Will it be you?the illusionary figure points at you before pointing at the person to your left. or you? We shall see.

i am looking to run the adventure The tomb of horrors, but with a twist. its a true Player vs Player adventure. We all know that this adventure module is one of the hardest that has ever been made, but it will be that much more difficult if your searching for traps while your teammates are eyeing you, determining when would be the perfect time to stab you in the back.

I would like to have 6-8 players for this adventure.
Rules will utilize the pathfinder system

Level 8
Max HPs for each level (Fighter gets 1d10 per level, so would get 10+Con per level, etc)
roll 4d6, drop the lowest. roll 2 sets, pick the best.
1 trait
Starting gold: 33000gps

every character will have the ability to Rage 1x a day (as a 1st level barbarian) to reflect the troubled visions you suffer from. if you play a barbarian, you will gain an extra rage power.

to incentivize the killing of your fellow teammates, should you deliver the killing blow to a fellow PC, you will receive 3 re-rolls that can be used whenever you wish.


Sounds interesting...let me roll them dice and see what happens.

Set 1:
4d6 ⇒ (2, 2, 6, 2) = 12 - 2 = 10
4d6 ⇒ (3, 5, 4, 3) = 15 - 3 = 12
4d6 ⇒ (3, 2, 4, 6) = 15 - 2 = 13
4d6 ⇒ (3, 4, 5, 3) = 15 - 3 = 12
4d6 ⇒ (1, 6, 1, 5) = 13 - 1 = 12
4d6 ⇒ (1, 2, 3, 4) = 10 - 1 = 9

Middle of the road, nothing fancy stats...interesting

Set 2:
4d6 ⇒ (1, 6, 3, 2) = 12 - 1 = 11
4d6 ⇒ (6, 1, 4, 6) = 17 - 1 = 16
4d6 ⇒ (4, 4, 4, 2) = 14 - 2 = 12
4d6 ⇒ (4, 3, 6, 6) = 19 - 3 = 16
4d6 ⇒ (3, 6, 1, 6) = 16 - 1 = 15
4d6 ⇒ (5, 1, 3, 3) = 12 - 1 = 11

Clearly the better set of stats.

Some questions before I start brainstorming

Any restrictions on race or class selection?

Based on the story I am guessing Leadership is a no, but since we are coming in above CL7 somebody is going to ask, so I will get it out of the way...How do you feel about leadership? If yes Cohort only, or Cohort & Followers? Also If yes does the Cohort come with their own wealth or do they pull from our pool?

I am guessing standard rules for wealth apply, no single item worth more than 50% of our wealth...

How do you feel about pregame crafting? PFSRD recommends allowing crafting feats to expand a characters wealth pool by 25-50%...where do you fall in that range. Or no crafting at all?

I think that's all I got for now.


I like this idea definitely interested; let's see how the dice treat me.

4d6 - 1 ⇒ (1, 2, 2, 4) - 1 = 8
4d6 - 1 ⇒ (1, 5, 6, 5) - 1 = 16
4d6 - 1 ⇒ (5, 6, 1, 5) - 1 = 16
4d6 - 1 ⇒ (3, 1, 6, 6) - 1 = 15
4d6 - 1 ⇒ (1, 3, 2, 5) - 1 = 10
4d6 - 2 ⇒ (2, 3, 2, 6) - 2 = 11

And now set 2

4d6 - 1 ⇒ (3, 2, 1, 6) - 1 = 11
4d6 - 1 ⇒ (2, 3, 1, 6) - 1 = 11
4d6 - 3 ⇒ (5, 4, 4, 3) - 3 = 13
4d6 - 2 ⇒ (6, 5, 2, 4) - 2 = 15
4d6 - 2 ⇒ (2, 6, 6, 6) - 2 = 18
4d6 - 1 ⇒ (1, 6, 4, 2) - 1 = 12

Hmm one more spreadout than the other I'll have to brainstorm some ideas cause this is interesting.


Man this sounds cool. Rolling!

Stat: 4d6 ⇒ (5, 4, 5, 2) = 16 = 14
Stat: 4d6 ⇒ (2, 1, 5, 6) = 14 = 13
Stat: 4d6 ⇒ (3, 3, 4, 6) = 16 = 13
Stat: 4d6 ⇒ (6, 1, 1, 1) = 9 = 8
Stat: 4d6 ⇒ (6, 5, 6, 3) = 20 = 17
Stat: 4d6 ⇒ (3, 6, 6, 6) = 21 = 18
18, 17, 14, 13, 13, 8
(point buy of 39!)

Stat: 4d6 ⇒ (2, 5, 6, 6) = 19 = 17
Stat: 4d6 ⇒ (6, 2, 4, 2) = 14 = 12
Stat: 4d6 ⇒ (4, 1, 5, 6) = 16 = 15
Stat: 4d6 ⇒ (5, 5, 6, 4) = 20 = 16
Stat: 4d6 ⇒ (1, 2, 1, 2) = 6 = 5
Stat: 4d6 ⇒ (3, 2, 2, 5) = 12 = 10
17, 16, 15, 12, 10, 5
(point buy of... 32 minus whatever a 5 would be)

Definitely going with the first set. I'm guessing evil alignments are allowed here?


So consider me...cautiously interested.

I've never played Tomb of Horrors but I've heard good things about it and have always wanted to have a crack at it. But the PvP nature of it makes me very cautious. While it does seem like an interesting Saw-style concept, too often I find that heavy PvP games devolve into rules arguments and table-flipping. And with this in particular, I'm worried the game will be more about bickering and backstabbing rather than actually playing. And one can't help but to think of the situation where the first PC is killed; wouldn't the situation almost instantly devolve into a bloodbath?

Of course, that may be entirely your intention: This is not a collaborative storytelling experience, this is a brutal PvE/PvP experience where the only real goal is survival, consequences be damned.

Edit: Are there any limitations on races or classes?

Stat Rolls:
Stat: 4d6 ⇒ (3, 2, 5, 5) = 15 13
Stat: 4d6 ⇒ (4, 6, 2, 2) = 14 12
Stat: 4d6 ⇒ (1, 5, 1, 5) = 12 11
Stat: 4d6 ⇒ (4, 4, 6, 4) = 18 14
Stat: 4d6 ⇒ (1, 6, 3, 2) = 12 11
Stat: 4d6 ⇒ (6, 2, 4, 5) = 17 15

Stat: 4d6 ⇒ (5, 3, 1, 4) = 13 12
Stat: 4d6 ⇒ (5, 4, 6, 2) = 17 15
Stat: 4d6 ⇒ (4, 6, 6, 5) = 21 17
Stat: 4d6 ⇒ (5, 5, 4, 5) = 19 15
Stat: 4d6 ⇒ (5, 6, 6, 2) = 19 17
Stat: 4d6 ⇒ (6, 3, 5, 4) = 18 15

12, 15, 17, 15, 17, 15

39 point buy. Not bad at all.


CampinCarl9127 wrote:
While it does seem like an interesting Saw-style concept, too often I find that heavy PvP games devolve into rules arguments and table-flipping. And with this in particular, I'm worried the game will be more about bickering and backstabbing rather than actually playing. And one can't help but to think of the situation where the first PC is killed; wouldn't the situation almost instantly devolve into a bloodbath?

I've never played a PVP game, honestly, and while I can understand that happening, it seems to me that if you go into the game assuming that your character will probably die, and keeping in mind that there's no prize for winning, it wouldn't be too hard to keep it fun for everyone.

As for the bloodbath bit, I see your point but I can also imagine the survivors ganging up on the killer and then the game continues afterward.


Very interesting. I could see a lot of cunning stuff going on here. Let's see what the dice have to say...

Set 1:
4d6 ⇒ (4, 3, 6, 1) = 14 = 13
4d6 ⇒ (6, 2, 6, 5) = 19 = 17
4d6 ⇒ (3, 4, 6, 1) = 14 = 13
4d6 ⇒ (5, 1, 5, 3) = 14 = 13
4d6 ⇒ (5, 3, 6, 2) = 16 = 14
4d6 ⇒ (1, 2, 1, 6) = 10 = 9

Set 2:
4d6 ⇒ (1, 5, 2, 3) = 11 = 10
4d6 ⇒ (6, 4, 6, 5) = 21 = 17
4d6 ⇒ (5, 5, 3, 3) = 16 = 13
4d6 ⇒ (2, 2, 4, 6) = 14 = 12
4d6 ⇒ (5, 3, 2, 2) = 12 = 10
4d6 ⇒ (5, 1, 2, 6) = 14 = 13

Neither obviously amazing, neither terrible... I'm leaning toward the first set. I'll have to dwell on options. The best way to not be the first to die is to make yourself useful, after all.


Answers to the questions I posted are really going to say a lot about my path forward, but initially thinking about a multiclass wizard/unchained rogue into arcane trickster.


Working on a warpriest of gorum, will probably finish it up sometime tomorrow.


"Nairb wrote:


Some questions before I start brainstorming

Any restrictions on race or class selection?

Based on the story I am guessing Leadership is a no, but since we are coming in above CL7 somebody is going to ask, so I will get it out of the way...How do you feel about leadership? If yes Cohort only, or Cohort & Followers? Also If yes does the Cohort come with their own wealth or do they pull from our pool?

I am guessing standard rules for wealth apply, no single item worth more than 50% of our wealth...

How do you feel about pregame crafting? PFSRD recommends allowing crafting feats to expand a characters wealth pool by 25-50%...where do you fall in that range. Or no crafting at all?

I think that's all I got for now.

Hmmmmm leadership....i suppose it would be interesting to have. I could sprinkle the dungeon with would be followers. Would make this much more...interesting.

As for restrictions on races, classes: lets keep it simple. Core races only.

Classes: core, base, hybrid, and alternate.


CampinCarl9127 wrote:

So consider me...cautiously interested.

I've never played Tomb of Horrors but I've heard good things about it and have always wanted to have a crack at it. But the PvP nature of it makes me very cautious. While it does seem like an interesting Saw-style concept, too often I find that heavy PvP games devolve into rules arguments and table-flipping. And with this in particular, I'm worried the game will be more about bickering and backstabbing rather than actually playing. And one can't help but to think of the situation where the first PC is killed; wouldn't the situation almost instantly devolve into a bloodbath?

Of course, that may be entirely your intention: This is not a collaborative storytelling experience, this is a brutal PvE/PvP experience where the only real goal is survival, consequences be damned.

Edit: Are there any limitations on races or classes?

Race and classes answered above.

It is possible that it could devolve into serious backstabbing from the start. It wouldnt surprise me to see someone die from the first room. But this is exactly why i made this adventure pvp, and chose this adventure. To be brutal. To force players to think and to have fun.

I know pvp is a whole ball of wax on its own. But done properly it can be a lot of fun.

So i encourage you, and everyone else, to give it a try. You may like it. You may hate it.


Edit to redact:

Redacted:
Question for the GM, which I know is a long shot, but I have to ask because I think the rule is stupid...

RAW, wizards that take a PRC stop getting free spells when they level. Sorcs still gain spells known, but wizards are not allowed to scribe two spells for free per level.

Looking at the math this means that I will be spending around 4,000 gold of my starting wealth just on the cost of buying scrolls and inscribing them into my spellbook so that I will have the same number of spells known as a wizard of my caster level.

When I DM I find it stupid so I houserule that both wizards and sorcerers still gain spells known (either in their knowledge or free scribed in their spell book) when they gain a CL from a prc. No other class features, school and bloodline abilities based on class level do not advance, just the spell knowledge. It is already true for sorcs, but I extend it to wizards.

Thoughts?

If not then I am probably going to skip wizard and build a sorc arcane trickster instead, but I would prefer a wizard. I like playing smarties more than socials.

Thanks for the consideration.

After reading through some online guides I am going to retract my question. I have been thinking about it wrong...I need to buy a different spell book, not individual scrolls. My bad.


Tomb of Horrors? Whooheee here I come.
But let me fight the lich at Joust.


Nairb the Grey wrote:

Edit to redact:

** spoiler omitted **

After reading through some online guides I am going to retract my question. I have been thinking about it wrong...I need to buy a different spell book, not individual scrolls. My bad.

PRC?


Prestige Class.

Arcane trickster wrote:

Spells per Day

When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.


I've always hated that rule, personally, and as a GM I houserule otherwise. But you could argue that it's the price wizards pay in exchange for early access to prestige classes.


Where as I think that price is already balanced by the additional castings per day that spontaneous casters have and the fact that they don't have to decide at the beginning of the day how many of each spell to pack.

Looking over the rules a second time though the cost of purchasing a second spell book is much more reasonable than the cost of buying individual scrolls to inscribe myself...for essentially a level 7 wizard I can pick up a spell book for around 1k gold.

To avoid the next obvious question, I am pulling out Accomplished sneak attacker to qualify for the PRC at character level 4. Will be more of a wizard with some fun tricks than a rogue that can cast spells.


Hmmm. I will dot this, but who knows if I’ll find time to make something, or if inspiration will strike.


4d6 ⇒ (6, 6, 5, 4) = 21 17
4d6 ⇒ (3, 4, 2, 3) = 12 10
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (3, 1, 3, 3) = 10 9
4d6 ⇒ (6, 4, 6, 5) = 21 17

—-

4d6 ⇒ (1, 6, 4, 5) = 16
4d6 ⇒ (2, 1, 5, 3) = 11
4d6 ⇒ (2, 6, 1, 1) = 10
4d6 ⇒ (3, 4, 5, 4) = 16
4d6 ⇒ (4, 6, 2, 5) = 17
4d6 ⇒ (5, 4, 2, 2) = 13

17/17/15/14/10/9

Yeah...that’s pretty good.

Thinking an elemental annihilator Kineticist. Deurgar. So Str (14) Dex (18) Con (20) Int (9) Wis (17) Cha (6). VMC Void Wizard for top knotch saves.

Would you be open to a Deurgar tyrant?


That actually raises some questions. Will we be using any optional/unchained rules? Background skills, variant multiclassing, or such? Definitely impacts build options.


I have already been planning on using the unchained version of the rogue for my sneak attack class. Since I am just using a 1 level dip it just means that I pick up weapon finesse for free, so not a huge deal if I need to switch to norm rogue.

But yes, do need to know about background skills and the rest.


Grumbaki wrote:

4d6 17

4d6 10
4d6 14
4d6 15
4d6 9
4d6 17

—-

4d6
4d6
4d6
4d6
4d6
4d6

17/17/15/14/10/9

Yeah...that’s pretty good.

Thinking an elemental annihilator Kineticist. Deurgar. So Str (14) Dex (18) Con (20) Int (9) Wis (17) Cha (6). VMC Void Wizard for top knotch saves.

Would you be open to a Deurgar tyrant?

no. core races only. i got no problem with the classes.


So in looking at options, a concept is striking me but it's definitely a bit if a subversion of expectations, so I wanted to run it by you: would a softstrike monk be at all workable for this game, a monk who focuses on non-lethal damage and reviles killing? They would definitely be a warrior and help the party, but they would refuse to play along with the whole murder spree side of things and try to prevent it from happening... At least at the start.

Like I said, definitely a bit out there which is what caught my attention, so I wanted to check if it would be at all viable or not really.


Helix Missionary wrote:
That actually raises some questions. Will we be using any optional/unchained rules? Background skills, variant multiclassing, or such? Definitely impacts build options.

Unchained rules ok.

Background skills yes
Need more info about variant multiclassing.
No mythic.


Helix Missionary wrote:

So in looking at options, a concept is striking me but it's definitely a bit if a subversion of expectations, so I wanted to run it by you: would a softstrike monk be at all workable for this game, a monk who focuses on non-lethal damage and reviles killing? They would definitely be a warrior and help the party, but they would refuse to play along with the whole murder spree side of things and try to prevent it from happening... At least at the start.

Like I said, definitely a bit out there which is what caught my attention, so I wanted to check if it would be at all viable or not really.

Hmmm that would be unique for this setting. I encourage you to build this.


Here is hoping for a good barb set of stats:

4d6 ⇒ (6, 4, 1, 5) = 16 15
4d6 ⇒ (4, 5, 1, 6) = 16 15
4d6 ⇒ (1, 3, 6, 4) = 14 13
4d6 ⇒ (1, 6, 4, 4) = 15 15
4d6 ⇒ (6, 4, 2, 6) = 18 16
4d6 ⇒ (4, 5, 1, 5) = 15 14
----------------
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (1, 5, 4, 3) = 13 12
4d6 ⇒ (1, 1, 2, 6) = 10 9
4d6 ⇒ (2, 5, 2, 3) = 12 10
4d6 ⇒ (1, 6, 5, 4) = 16 15
4d6 ⇒ (5, 3, 3, 2) = 13 11

That first set is pretty choice!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

set 1:
4d6 ⇒ (6, 4, 6, 5) = 21 17
4d6 ⇒ (1, 1, 6, 1) = 9 8
4d6 ⇒ (3, 6, 4, 2) = 15 13
4d6 ⇒ (1, 2, 3, 4) = 10 9
4d6 ⇒ (1, 3, 2, 5) = 11 10
4d6 ⇒ (1, 5, 2, 6) = 14 13
set 2:
4d6 ⇒ (2, 6, 5, 1) = 14 13
4d6 ⇒ (3, 3, 2, 2) = 10 8
4d6 ⇒ (4, 3, 2, 5) = 14 12
4d6 ⇒ (6, 3, 6, 2) = 17 15
4d6 ⇒ (5, 4, 1, 4) = 14 13
4d6 ⇒ (2, 3, 6, 5) = 16 14

Probably set 2


Grumbaki here. A half-orc elemental annihilator. With ethereal armor and weapons he will stride forth into the tomb, acting as a switch hitter.


Wayfinder

25% chance doesn’t work: 1d100 ⇒ 70

Resonant Power: 1d100 ⇒ 1

+2 Cha. Ok...not very useful for a Kineticist who doesn’t have face skills. But I suppose Cha11 is better than 9.


RIZZENMAGNUS wrote:
Helix Missionary wrote:

So in looking at options, a concept is striking me but it's definitely a bit if a subversion of expectations, so I wanted to run it by you: would a softstrike monk be at all workable for this game, a monk who focuses on non-lethal damage and reviles killing? They would definitely be a warrior and help the party, but they would refuse to play along with the whole murder spree side of things and try to prevent it from happening... At least at the start.

Like I said, definitely a bit out there which is what caught my attention, so I wanted to check if it would be at all viable or not really.

Hmmm that would be unique for this setting. I encourage you to build this.

Awesome, I'll get to it! As I'm looking at options, though, I'm also interested in your thoughts on pre-game crafting. Depending on the build, spending a couple feats to pick up Master Craftsman and Craft Wondrous Items could be fantastic for getting some key monk items on the cheap. Would this be allowed, or no? If yes, how much?


Background

Gorthug was a mercenary, pure and simple. He fought for whomever could pay him, and right now it was yet another orc tribe. The local human lord did not think him worth the price he quoted. Gorthug had joined the orcs for naught but the right of plunder, and to prove the human wrong. Long ago he pledged his life to Gorum, and had never looked back. He glared at the knight standing before him. The human probably thought him to be an idiot. Another rampaging beast lost to reason, with naught but bloodlust in his veins. In this, he was wrong. While Gorthug knew little except for battle, he was no bloodraging barbarian. No, he was a mercenary, a merchant of death. And he was perceptive enough to see that while his less aware comrade was trying to rip a man in half, he was leaving himself exposed to an incoming knight.

Gorthug knew the stereotypes, and he knew how true most of them were. He exploited them. He opened his mouth and let out a bestial roar at the knight in front of him and lifted his “axe” as if though he was preparing to swing. Gorum had blessed him with the ability to create weapons and armor with his mind. He saw the knight's eyes widen. The knight had seen what the axe had done to the other three soldiers who had gotten in his way. The man was tensing, getting ready to dodge, to exploit the obvious opening. But what he didn't notice was that Gorthug had stepped five feet to the left. He did this to position himself...

...the other knight was charging in, getting ready to skewer Gorthug's comrade. He didn't notice that he was within reach of Gorthug, and had been for quite some time. He didn't realize that he was Gorthug's target. As the knight galloped by, Gorthug pointed his finger, not at the knight he was fighting, but at the horse that was charging past him. Arrows appeared from his hand and flew into horse's legs, and Gorthug could feel bones snap. The knight on horseback tumbled out of his saddle, completely surprised by Gorthug's deception.

The knight whom Gorthug was facing let out a most ungentlemanly curse as he raised his blade and charged at the orc, hoping to make him pay for his 'cowardly' blow, and to protect his kinsman from Gorthug pouncing on him. Gorthug saw this coming, and blocked the blade with his buckler, using it to turn aside the blow. He turned the blade aside, and swung with all of his might...at the knight's shield. The man raised it to block the blow, but it was what the orc wanted. Steel crumbled under the force, and he was fairly certain that he had dislocated the man's shoulder, if not broken his arm.

He smiled as he lifted the axe, with the joy that only came from taking a life in the name of Gorum. He wondered, after this battle, if the human lord would still think his price too high.


GM, are evil alignments allowed here?


Yes, evil alignments are allowed.. Yes, you could play an antipaladin if youd like, or the evil necromancer and what not.

Its been asked in a couple postings if pregame crafting would be allowed. I will say yes it would be, but limited to 1000gp value. Something small, intimate to your PC.


I need to ask a clarification on that for my rogue/wizard...

PFSRD wrote:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

Planning on using this ability to arcane bond a dagger or possibly a wand, but either way the RAW ability of the wizard to "craft" his bonded item into a more powerful magic version would exceed the value limit you have placed on crafted items.


submitted characters:

Gorthug: half-orc elemental annihilator

rolled:
saashaa
DMoogle
Sodiumtelluride
mythicman19
nairb the grey
campincarl


One thing left to do. My Familiar.

I’d like to have an Ioun Wyrd Familiar. Reskinned to be a holy symbol of Gorum. Ie: a tiny-sized floating greatsword. It would have the emissary archetype

Is this all right with you?


Nairb the Grey wrote:

I need to ask a clarification on that for my rogue/wizard...

PFSRD wrote:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
Planning on using this ability to arcane bond a dagger or possibly a wand, but either way the RAW ability of the wizard to "craft" his bonded item into a more powerful magic version would exceed the value limit you have placed on crafted items.

good question. i think for your wizard id make an exception. what were you thinking of adding to your bonded dagger?


Not entirely sure yet. If I go dagger probably just start as a +1 with the plan of making at +1 dagger of spell storing when/if I make it to level 12. None of the other special abilities really tweak my interest since I don't see him as a melee kind of guy. Maybe defending to move the +1 to ac.

If I go with a wand instead most likely a level 2 spell that I will be using frequently...first guess is scorching ray or acid arrow. I like the wand idea because when I burn it out I can change it to a different spell on the wand at higher levels...


Gorthug wrote:

One thing left to do. My Familiar.

I’d like to have an Ioun Wyrd Familiar. Reskinned to be a holy symbol of Gorum. Ie: a tiny-sized floating greatsword. It would have the emissary archetype

Is this all right with you?

sure


Thanks! Gorthug is complete.

Due to burn he only has an effective 80Hp. But he has AC29, DR/Adamantium (7), Saves are 17/17/8. While his will save is low he has 1 re-roll a day.

For offense he has melee: +15/10 with 1d8+23 damage
For range he has 120ft range: +16/+16/+11 with 1d8+11

And thanks to his Familiar, he has a weak 30ft blindsense. He’d need the Familiar to tell him where things are, but it is better than being completely at the mercy of invisible foes.

All in all? I think he will be a good switch hitter


4d6 ⇒ (6, 5, 3, 5) = 19 = 16
4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6 ⇒ (6, 4, 4, 5) = 19 = 15
4d6 ⇒ (4, 3, 5, 1) = 13 = 12
4d6 ⇒ (1, 4, 2, 2) = 9 = 8
4d6 ⇒ (6, 5, 2, 5) = 18 = 16

4d6 ⇒ (5, 3, 2, 4) = 14 = 12
4d6 ⇒ (4, 6, 2, 3) = 15 = 13
4d6 ⇒ (4, 5, 3, 5) = 17 = 14
4d6 ⇒ (3, 1, 3, 1) = 8 = 7
4d6 ⇒ (3, 3, 4, 1) = 11 = 10
4d6 ⇒ (3, 6, 2, 1) = 12 = 11

First set looks good...


Nairb the Grey wrote:

Not entirely sure yet. If I go dagger probably just start as a +1 with the plan of making at +1 dagger of spell storing when/if I make it to level 12. None of the other special abilities really tweak my interest since I don't see him as a melee kind of guy. Maybe defending to move the +1 to ac.

If I go with a wand instead most likely a level 2 spell that I will be using frequently...first guess is scorching ray or acid arrow. I like the wand idea because when I burn it out I can change it to a different spell on the wand at higher levels...

Id go with the wand, myself.


4d6 ⇒ (4, 1, 1, 3) = 9=8
4d6 ⇒ (5, 2, 2, 4) = 13=11
4d6 ⇒ (4, 4, 5, 2) = 15=13
4d6 ⇒ (5, 2, 6, 5) = 18=16
4d6 ⇒ (3, 1, 5, 5) = 14=13
4d6 ⇒ (3, 4, 4, 4) = 15=12

4d6 ⇒ (6, 6, 3, 6) = 21=18
4d6 ⇒ (2, 3, 5, 1) = 11=10
4d6 ⇒ (1, 6, 3, 4) = 14=13
4d6 ⇒ (6, 6, 1, 4) = 17=16
4d6 ⇒ (2, 4, 1, 2) = 9=8
4d6 ⇒ (3, 1, 6, 1) = 11=10

Obviously I'm going to end up rolling something with the second set. No idea what, yet. Just wanted to get the rolls out there for me to mull over at work.


Set One:
Stats Roll: 4d6 ⇒ (1, 5, 3, 4) = 13-1 =12
Stats Roll: 4d6 ⇒ (3, 1, 2, 6) = 12-1 =11
Stats Roll: 4d6 ⇒ (6, 6, 6, 3) = 21-3 =18
Stats Roll: 4d6 ⇒ (6, 1, 1, 6) = 14-1 =13
Stats Roll: 4d6 ⇒ (5, 1, 1, 2) = 9-1 =8
Stats Roll: 4d6 ⇒ (4, 6, 6, 6) = 22-4 =18
Set Two:
Stats Roll: 4d6 ⇒ (1, 2, 5, 5) = 13-1 =12
Stats Roll: 4d6 ⇒ (3, 5, 6, 1) = 15-1 =14
Stats Roll: 4d6 ⇒ (5, 1, 2, 3) = 11-1 =10
Stats Roll: 4d6 ⇒ (1, 3, 6, 6) = 16-1 =15
Stats Roll: 4d6 ⇒ (4, 6, 5, 3) = 18-3 =15
Stats Roll: 4d6 ⇒ (1, 2, 2, 3) = 8-1 =7

I'm interested in making a hunter, probably just human, but we'll see how the stats look.
Well I'm obviously going to go for the first stats roll. I mean DAMN,2 18s. Going Human, with an Ape for a companion animal. I'll update with the build later, at work right now.


Still working on equipment buying and what not, but the basic gist of my character is done, and there are some choices that I want to run by the GM, so here is Walay Sikulu, the Human Arcane Trickster.

Thing 1, My wands ability:

Okay, my two things to run by GM, when crafting the special ability for my arcane bond wand I went with a CL7 Scorching Ray. This means I dropped 5250 on the wand creation to boost it up from CL3...wanted to make sure you were okay with that since it is 5x what you are allowing for people who craft through normal feats.

Thing 2, Touch me and you die:

Thing 2 - since I have money to spend, one of the places I am spending it on is making my armor (since I took arcane armor training and mithril to negate the asf) into +1 spell storing armor that he casts ghoul touch into.

The basic upshot of this is if a living humanoid attacks me I get to discharge the spell and attempt to touch them to make them paralyzed for 1d6+2 rounds. Essentially an instant no touchie! Of course once paralyzed I will be shanking them over and over until they are dead (with all my sneak attack dice). That's what you get for invading my personal space.

This is a save or die where there is no save...Ghoul Touch has a Fort Negation on the stench effect, but not on the initial touch.

This is kind of mean, but it is just what a level 8 arcane caster is able to do...so RAW it is fine. Wanted to make sure you were cool with it since I totally see that it is cheese heavy.

Also going to be linking to a google doc with my spellbook list once I am done, character sheets do not have enough space on them for a wizard.


mythic's entry: Thadeus Warpriest of Gorum

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Here's most of a crunch

Spoiler:
Halfling Mesmerist 7 / Enchanting Courtesan 1

CE

Init +3; Senses Low-Light; Perception +3

DEFENSE

AC 14; Touch 14; Flat-Footed 11

HP 62

Fort +3 ; Ref +8 ; Will +14

OFFENSE

Speed 30ft

Melee +9

STATISTICS

Str 9, Dex 16, Con 10, Int 13, Wis 8, Cha 24

Base Atk +5; CMB +4

3rd - 3 - Geas lesser, Charm Monster

2nd - 5 - Tongues, Hold Person, Suggestion, Emotive Block

1st - 6 - Mental Block, Comprehend Languages, Demand Offering, Murderous Command, Charm Person

0th - - - Daze, Detect Magic, Read Magic, Light, Bleed, Mage Hand

Feats

Spell Focus (Enchantment), Iron Will, Bolster Jinx, Intimidating Glare

Skills

Bluff +24 = 8 + 3 + 7 + 6

Diplomacy +21 = 8 + 3 + 7 + 3

Intimidate +21 = 8 + 3 + 7 + 3

Knowledge(arcana) +6 = 2 + 3 + 1

Perception +12 = 8 + 3 - 1 + 2

Perform(act) +15 = 2 + 3 + 7 + 3

Sense Motive +10 = 8 + 3 - 1

Spellcraft +12 = 8 + 3 + 1

Stealth +16 = 6 + 3 + 3 + 4

UMD +19 = 6 + 3 + 7 + 3

Languages Common, Orc

SQ

Halfling Jinx (DC 21)

Consumate Liar, Hypnotic Stare, Mesmerist Tricks (10/day), Painful Stare, Towering Ego, Bold Stares (Susceptibility, Disorientation), Touch Treatment (10/day), Manifold Tricks, Mental Potency, Tricks (Meek Facade, See in Darkness, Shadow Splinter, Slip Bonds)

Covert Spells, Enchanting Touch, Seducer’s leverage

Gear

Headband of Cha +4 (16k), Circlet of Persuasion (4.5k), Collar of Obedience (5k)


Alright...I think I am just about done with all the crunch. Unless GM has issue with the wand or the armor, in which case I will need to go back and schooch some things.

Leaving a small amount of gold as liquid so I can still scribe a few more spells into my spell book. I also decided to buy a book that has a couple of 5th level spells in it, so when I get to level 10 I won't be completely without level 5 spells.

I am assuming there will be loot in the dungeon to allow me to scribe or research other spells as we go.

Gonna start working on writing out the fluff now.

Silver Crusade

This seems to be powergaming to the max. Cool, I'll think about it ;)

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