The Thunder Below (Inactive)

Game Master DireMerc

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Recruitment for the thunder below campaign.


I would like to apply with a dwarven Shaman.
A healer and supporter.


DireMerc wrote:

For those looking for a challenge.

Based on an adventure called the thunder below.

You are a group of experienced adventurers with several successful adventures under your belt when you receive a message from some acquaintances of yours. The Sarwals are some of the most powerful wizards in the entire world and their daughter Arezi sarwal a wizarding prodigy in her own right who can cast 5th level spells and she is only 16 years old has vanished. All their attempts to located her have failed and so they turn to you for help.

Your on your way now to go to their mountain castle near the village of sarwal to find out more.

campaign start at level 15
25 point buy
250 000 starting gold (cannot spend more than 75 000 gold on a single item)


Is this an open or close recruitment?


Thanks Ellioti good thinking.

Still open.


I am interested, what sources are available to use?


I'm definetly interested in joining, but I'm unsure what sort of character to make. I'm debating between a paladin and a wizard (or arcane caster) of some kind. Is normal summoner available? I might just go for that, despite the obvious weaknesses at higher level. You did say the scenario will be quite difficult, so I figure we should bring our A game...

Any limitations on sources for this one?


Any Paizo official is fine, 3rd party stuff is a maybe just check with me and I can approve deny depending what it is.

Silver Crusade

dotting in, thinking Arcanist, sorcerer or magus.


Dotting but still no idea what to play. Will comb through the classes today and see what gives me inspiration.


I will go for a martial character. At this high level, casters will be crazy strong, but they still need someone upfront! Also, I would hate to build a spell book for a 15th level wizard or select spells prepared for a druid/cleric every day...

will we be an established group, or a random assembly of widely known heros?


Here you go


Dotting


Dotting in
3 concepts, either a) psychic, who will prestige class into loremaster,
b) kineticist, which would be an 2 level up build of THIS
or c) a UMonk, a 1 level down version of THIS

A couple of Questions
1) When are you closing the recruitment?
2) To write backgrounds. A) What world is this set in? B) If in Golarion, can you give us some more details about the general location?


Dotting.


I'm gonna make a unchained roag.


Another Q, what impact does item crafting have on starting gold?


I have assumed we can craft at the normal half price for things we have the feats for. If not then I need to do a lot of changes.


Switching from the other recruitment here. I'm going to submint my suli Dragon Disciple. He's was raised a slave and hates those that enslave others especially through magic.


Also,
are you using any of the assorted alternate rules; some popular ones:
Background Skills?
Feat Taxes?


Background skills yes but not using feat taxes.

I will close recruitment when I have created a somewhat balanced party of 6 characters. So I will look at submissions and pick something like 2 front liners, 2 casters and 2 supports ect (something like that) doesn't have to be perfect but you want different people for different roles.

Selection is mostly first come first serve thought I give priority to players I've played with before and to people with interesting backstories and character designs I find fun or interesting.

If you have the required crafting feats and spells I will allow the crafting of items at 50% cost so long as the final value of the item is not more than 75 000 gold I took a quick peek at your character and at a glance your fine.

All paizo sources are allowed anything 3rd party to check with me first.


DireMerc wrote:

I took a quick peek at your character and at a glance your fine.

I assume that was directed at me, so I will contribute a front line type, based on a kineticist.

You want HP rolled in the other thread, with 1's re-rolled

HP: 14d8 ⇒ (4, 4, 4, 8, 6, 8, 8, 4, 7, 1, 1, 5, 5, 4) = 69

Edit
2 re-rolls for the 1's
HP rerolls: 2d8 ⇒ (1, 8) = 9

Edit 2
and again
HP reroll: 1d8 ⇒ 8


Final HP results

HP: 14d8 ⇒ (4, 4, 4, 8, 6, 8, 8, 4, 7, 18, 18, 5, 5, 4) = 83


14d10 ⇒ (2, 7, 9, 8, 10, 3, 5, 5, 10, 8, 6, 7, 3, 6) = 89 No 1s, nice.


With regards to 3ed party, what, if anything, will you allow from the Kineticists of Porphyra series (I to IV) and Legendary Kineticists and Legendary Kineticists 2?

I will make a Paizo submission, but if the 3ed party material is available, I will take advantage of it.


creating a dwarven deep marshal magus

hp: 14d8 ⇒ (2, 3, 7, 4, 7, 2, 3, 5, 2, 8, 7, 7, 4, 3) = 64


This is Ouachitonian's submission. I've been wanting to play a duelist for a while. So I built one. Liam started out as a monk, who chose as his subject of study the Waveblade He's studied for most of his life to make himself the best waveblade duelist in the Inner Sea.

OOC, he's a pretty straightforward Dex-based martial. Better than average skill points, probably. Also, he's a bit of an exercise in seeing how high I can get AC. Once he spends a Ki point for Barkskin (Qinggong Power), he can get up to 55 (42 Touch, 35 Flat-footed). It'll be fun to see how long he can go without getting hit. lol


Devlin Plumb

Background:

Devlin’s mother, Else, was a “barmaid” in Freedom Town, who’s alchemical protections failed her with a customer. She packed up and came home to her family (she’s a cousin of Storesmaster Plumb) in Trunau when she realized she was pregnant. The family was surprised when Devlin was born, but came to accept his tiefling nature. Elsa raised the boy while practicing her “profession” at the Ramblehouse.

Bullied as a child for his fiendish heritage, Devlin grew up a loner. He was fascinated by the Hopespring; he spent many an hour contemplating it’s waters together with Silvermane, the druid (who turned out to have some very esoteric knowledge). Being well familiar with Nereid traditions, he was able to effectively school Devlin in the basics of being a Water Dancer.

The other thing his upbringing taught him to do is play cards…He became the resident shark at the Ramblehouse, and has picked up a few other “interesting” skills from questionable company there.

When the orcs raided Trunau, Devlin joined in the defense, and fell in with a band of adventurers. His elemental abilities were noticed and respected; he joined the party in it’s adventures. His less than reputable skills have also saved the day a couple of times. Away from the influence of the Hopespring, he found his connection to the elemental powers bent towards the element of Earth. He has become part of the team. Now they quest to rescue Arezi Sarwal.

Mechanical Bits:

Monk(Water Dance) 1 Kineticist 14
CG

Race: Tiefling (Devil Spawn, Fiendish Sprinter, Prehensil Tail, Unusually Short)
Move 40

Init +7 = +6 (Dex)+1 (Ioun Stone)

HP 240 =15*8 (con)+8+ 14d8 ⇒ (4, 4, 4, 8, 6, 8, 8, 4, 7, 18, 18, 5, 5, 4) = 83+14 (FCB)+15 (toughnes)
Resist Fire 5 Cold 5 Electricity 5
DR 7/Admantine

AC : 34 = 10 + 6 (dex)+5(Wis)+7(Shroud of Water, Armor) + 3 (Shield, +2 Buckler) +2 (Ring of Protection, Deflection) +1 (small)

Fortitude +24 = +2 (Monk 1) +9 (kineticist 12) +5 (enhancement)+8 (Con)+
Reflex +22 = +2 (Monk 1)+9 (kineticist 12) +5 (enhancement)+6 (dex)+
Will +19 = +2 (Monk 1) +4 (kineticist 12) +5 (enhancement) +5 (Wis)+2 (Elemental Whispers)+1 (Trait)

BAB +10/+5

Str 8 = 8 (-2 pts)
Dex 22 = 15 (7 pts)+1 lvl 4 +6 Enhancement
Con 26 = 16 (10 pts) +2 Racial + 2 (lvl 8, lvl 12), +6 Enhancement
Int 14 = 14 (5 pts)
Wis 20 = 14 (5 pts) +2 racial +4 enhancement
Cha 8 = 10 (0 pts) -2 Racial

Traits: Indominable Faith (Faith), Trapfinder (Campaign Trait)

Feats: Point Blank Shot (lvl 1), Precise Shot (lvl 3), Alertness (Elemental Whispers), Weapon Finesse (lvl 5), Combat Reflexes (lvl 7), Mobile Gathering (lvl 9), Toughness (lvl 11), *** (lvl 13), Extra Wild Talent (Stone Sculptor) (lvl 15)

Mnk 1: Nereids Grace, Elemental Focus (water, cold blast, basic hydrokinesis), unarmed strike, AC Bonus
Kin 1: Burn (3+con max, turn max = 4) , elemental focus (earth, earth blast, basic geokinesis), gather power, infusion(Extended Range), kinetic blast(earth)
Kin 2: Elemental defense (Shroud of Water), utility wild talent (Elemental Whispers - Hedgehog)
Kin 3: Elemental overflow +1, infusion (Kinetic Blade)
Kin 4: Utility wild talent (Earth Climb)
Kin 5: Infusion (Entangling Infusion), infusion specialization 1, metakinesis (empower)
Kin 6: Elemental overflow +2, internal buffer 1, utility wild talent (Tremorsense)
Kin 7: Expanded element (Earth, Metal Blast, Extreme Range)
Kin 8: Infusion specialization 2, utility wild talent (Expanded Defense, Flesh of Stone)
Kin 9: Elemental overflow +3, infusion (kinetic whip), metakinesis (maximize)
Kin 10: Utility wild talent (Earth Glide)
Kin 11: Infusion(Wall), infusion specialization 3, internal buffer 2, supercharge
Kin 12: Elemental overflow +4, utility wild talent (Shimmering Mirage)
Kin 13: Infusion(Fragmentation), metakinesis (quicken)
Kin 14: Infusion specialization 4, utility wild talent(Ride The Blast)

Skills [ranks, bonus]; 4+2 *15 = 90 ranks
Perception [15, +30 = + 23+5(eyes of the eagle)-2 (Gas Mask)+4 (alertness)], UMD [15,+17] , Stealth [15, +28 = +24 +4 small] Disable Device [15, +24], Intimidate [15, +17], Acrobatics [5,+14], K Dungeoneering [5,+10], K Nature [5, +10].

Background Skills [ranks, bonus]; 2 *15 = 30 ranks
Sleight of Hand[15, +23], Profession: Gambler [15, +23],

Languages: Common, Infernal, Orc

Equipment:

Magic Items
Frontovik’s Gas Mask (17000 gp)
Belt of Physical Might +6 (90000 gp) (belt)
???Overflow Rod (25000 gp) ????
+2 Buckler (4160)
Headband of Inspired Wisdom +4 (16000 gp)
Cloak of Resistance+5 (25000 gp) (shoulders)
Amulet of the Blooded – Aberrant (15000 gp) (Neck)
Ring of Protection +2 (8000 gp) (Ring 2)
Handy Haversack (2000 gp)
Eyes of the Eagle (2500 gp) (eyes)
Wand of Cure Light wounds (50 charges) 750 gp
Wand of Long Arm (50 charges) 750 gp
Wand of Longstrider (50 charges) 750 gp
Wayfinder 500 gp
Cracked Pale Green Prism Ion Stone (+1 to hit) (4000gp)
Cracked Opalescent White Pyramid (Kinetic Blast), socketed in Wayfinder 1500 gp >> Weapon focus Kinetic Blast
Ioun Stone : Cracked Dusty Rose Prim (+1 init) 500 gp
Feather Token : Tree 400 gp

36190 gp to spend

Boots, Body, Chest, Feet, Hands, wrist,
Possibilities
Boots of Friendly Terrain (2400 gp). Magic Cestus? Defending or Dueling?, stealth item?, Disable Device Item?, another Cracked pale green prism to saves?, Lucky Horsehoe? Luckstone?

Weapons : Cestus, do-it-all knife (cold iron sawback kunai)

Equipment : Quick Draw Sheath (Wand of Long Arm), Explorer’s outfit, 2 sacks, bedroll, Masterwork Thieves Tools, blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), mess kit, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, cold weather gear, swarmsuit

He's a front liner capable of close or ranged combat, with a variety of extra tricks. He can also act as a skill character (rogue) in a pinch, being a capable sneak, scout and trap disabler (trapfinder trait).

This is not a final build. He has some 36000 gp in equipment to add, as well as a spare feat slot to fill. Also, a lot could change depending on the answers to the 3ed party question asked above.

Grand Lodge

dotting


HP: 14d8 ⇒ (8, 5, 4, 7, 3, 3, 5, 6, 6, 8, 5, 7, 4, 5) = 76

EDIT: Here is Vrog's submission. I ended up going with a cleric instead of a rogue.


So to review submitted so far I have:

Mae - Gnome oracle 5/veiled illusionist 10

Liam - Male sylph duelist 8/unchained monk 7

Devlin Plumb - Monk(Water Dance) 1 Kineticist 14

John cabot - Dwarf Cleric 15

Did I miss anyone?


hp: 4d10 + 10d8 ⇒ (5, 1, 10, 9) + (5, 1, 5, 7, 8, 8, 3, 2, 5, 1) = 70
reroll: 1d10 + 2d8 ⇒ (6) + (4, 6) = 16

Silver Crusade

work in progress for My sorcerer, Rydell.

hp: 14d6 ⇒ (6, 4, 3, 4, 4, 3, 3, 3, 3, 6, 1, 1, 6, 5) = 52

rerolls: 2d6 ⇒ (1, 3) = 4

rerolls: 1d6 ⇒ 1

third times the charm

rerolls: 1d6 ⇒ 4

totals to 64 before con and other things.

would you allow elemental shifting of spells? (IE, learning fireball, but as a electricity descriptor spell? This would have the change of not being able to deal fire damage with the spell, but instead lightning)


Finally had an idea,

Now you said all Paizo material was on the table right?

And I loved some of the old 3.5 classes and did get around to updating one to Pathfinder, and was wondering if I could give it a test run?


Here is my Dragon Disciple Jonuli. He is meant to be a deep striker to go after the spell caster's in the back. He has a deep hatred for those that enslave others especially through magic. I'm still working on getting him down to 15th level. I had submitted him to a 20th level game that never got off the ground.


This is joshb's submission.

Obidiah is a dwarf Deep Marshall Magus with a flying hammer.

Background:
Obidiah is from Highhelm in the Five Kings Mountains. In his youth he traveled across the Inner Sea and into the dark places under the earth in search of adventures.

Years ago, long before the birth of their daughter Obidiah studied magic and crafting at the home of the Sarwals. While he had much to learn of spells from them, they needed his talent with a hammer in the forge when building items of power.

After being away from Highhelm for decades, Obidiah felt the call to return to his ancestral home. After a period of acclimation and some suspicion after his long absence he was welcomed back. His skill with spell and hammer has earned him the high rank of Forgemaster in the Temple-Forge of Torag, and his martial skills have earned him the rank of sub-commander of the garrison of the Deeplock fortress that protects Highhelm from dangers emerging from the depths.

Appearance:
Obidiah is around four feet tall and weighs about one-hundred and sevety-five pounds. He has dark brown hair and a long beard bound up in shining gold rings. When traveling or adventuring he generally wears a suit of enchanted full plate armor that he crafted himself. On his left arm he wears a shining, mithral buckler inlaid with the symbol of Torag and in his right hand he carries an enchanted warhammer. A dark green cloak hangs down his back and his belt and boots are made from matching black leather.


Ellioti wrote:

hp: 4d10 + 10d8 ⇒ (5, 1, 10, 9) + (5, 1, 5, 7, 8, 8, 3, 2, 5, 1) = 70

reroll: 1d10 + 2d8 ⇒ (6) + (4, 6) = 16

Will submit a gnome cowboy tomorrow. Bolt Ace / Sanctified Slayer


Seems like there is no full arcane caster (the illusionist almost is, but not quite), so guess that's what I'll be submitting.


Hit Points: 4d6 + 10d12 ⇒ (3, 6, 6, 2) + (10, 8, 7, 5, 8, 3, 10, 8, 4, 5) = 85


Still waiting on a reply for my query....


yes as for 3.5 stuff that could be an option what did you have your eye on?


I've my eye on the Ghost faced Killer (which was considered underpowered in 3.5).

And I made an Updated version for PF using PF content with some getting minor modifications to fit.

The one from the Complete Adventurer also included a note on how the Ghost faced Killer could be of non-evil alignment, which was included in my Updated verison


I wouldn't go as far as allowing your custom version but if you want to play a Ninja with the ghost face killer archetype that's fine.

For example

Ghost face killer:

Ghost Step (Su): A ghost-faced killer can become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. Each use of this ability uses up 1 ki point.

At 6th level, a ghost-faced killer can become ethereal when using ghost step instead of becoming invisible.

This ability replaces your level 2 and level 6 ninja trick.

Frightful Attack (Su): Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sneak attack. Once per day, a ghost-faced killer can designate a melee sneak attack as a frightful attack. The ghost-faced killer must use his Power Attack feat on the attack and must take a penalty of at least —1 to his attack roll. If the attack deals damage to the target, the victim must make a Will save (DC 10 + ghost-faced killer's class level + ghost-faced killer's Cha modifier). If the victim succeeds, she is shaken for 1 round per class level of the ghost-faced killer; if she fails, she instantly dies of fear. Creatures immune to mind-affecting effects, immune to fear, or with Hit Dice that exceed the ghost-faced killer's character level are immune to this frightful attack.

In addition, all creatures within 30 feet who see the frightful attack (not including the victim, the ghost-faced killer, or the ghost-faced killer's allies) become panicked (if their Hit Dice are less than the ghost-faced killer's class level + his Cha modifier) or shaken (if their Hit Dice equal or exceed the ghost-faced killer's class level + Cha modifier) for 1 round per class level of the ghostfaced killer. A successful Will save (DC 10 + ghost-faced killer's class level + ghost-faced killer's Cha modifier + damage bonus from Power Attack on the frightful attack) negates this effect.

A ghost-faced killer can use this ability one additional time per day for every three levels gained above 3rd (2/day at 6th level, 3/day at 9th level and so on).

This ability replaces uncanny dodge, improved uncanny dodge, and the ninja trick gained at 12th level.

Ghost Sight (Su): Starting at 7th level, a ghost-faced killer can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects.

Frightful Cleave (Su): If a 10th-level ghost-faced killer slays a foe with his frightful attack (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. If the new target is flat-footed, this extra attack is also a frightful attack, though it doesn't count against the ghost-faced killer's daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat.

This ability replaces the ninja trick gained at 10th level.


I actually got confused for a moment there and thought that was a submission for the evil game. I don't think a ghost faced killer is a good fit for the good aligned game.


Do you have a submission deadline?
Can you give us some guidelines regarding background?
Where are we canon-wise?
Are we a party?
How much backstory do you need? At 15th level one has seen a lot. A lot more than I'm willing to put to paper, to be honest.

One idea I have, is this gnome cowbow


Likely going to start the game soon. I already have 7 characters submitted I'm just waiting for a few more before I decide.

Backstory a basic background (origin story/ character motivation) is fine.

You are a group of experienced adventurers with several successful adventures under your belt when you receive a message from some acquaintances of yours. The Sarwals are some of the most powerful wizards in the entire world and their daughter Arezi sarwal a wizarding prodigy in her own right who can cast 5th level spells and she is only 16 years old has vanished. All their attempts to located her have failed and so they turn to you for help.

Your on your way now to go to their mountain castle near the village of sarwal to find out more. This is were the adventure begins.

So far I'm pretty sure I will include Mae the illusionist oracle 5/veiled illusionist 10 and liam the wanderer Male sylph duelist 8/unchained monk 7.

The rest I'm still debating.

I don't think I wanna include john cabot because he is basically an isekai character and I don't really care for that.

Devlin plumb I am also uncertain cause I am not sure how the character works or were he fits in he seems like a blaster build that also wants to be melee and a rogue? I don't fully understand how the character works and that make me iffy about him but I'm tempted to give the character a go anyways.

Then there is

Rydell sorcerer 15 (no background) the party could use a pure caster

Jonuli Mudarch dragon disciple (seems like a play on the genie from aladin? I don't mind that's fine.)

However I feel like if I approve one I cant take the other because that would be too much arcane casters so was waiting for more background from rydell before deciding.

Then there is
Obidiah Gerheart Male dwarf magus 15

Another arcane but could also be a front liner I feel like he would pair well with jonuli perhaps.

Looking at this I feel like what the party lacks is a strong divine caster or a good support healer.


Ahem. Mae is a actually a divine caster!


Oh so you are I mistook you class as Oracle 5 / illusionist (as in wizard specializing in illusions) 10 multi class and not a prestige class. That works out much better actually.


Ellioti wrote:
One idea I have, is this gnome cowbow

Gallbeck Garrick is a martial ranged dps that also fills the trap-monkey role.

I'll put down a backstory within the day, if you approve of the role(s).

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