The Dead Roads[

Game Master Seldlon the Swift

Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

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Recruitment is now open for The Tyrant's Grasp. It will remain so until the current players select two of you. That may be very fast or may take some time.

We are at the end of book one and plan to finish the AP of six books.

Two encounters and then the boss remain in book one. The party will level up after the boss encounter.

One of our players has not posted in any campaign for a couple weeks. The other recently committed suicide by NPC.

The current players will decide who they want to join the party. Please keep all discussion here in recruitment until selected. Tally (a shaman) and Walhart (a slayer) are the current players.

As we are in an AP that claims to be horror/survival as a GM I will present the AP as written and only intervene if a ruling is necessary. It is you and the dice versus the AP as written. Death is always on the table and the authors have done a great job making it spooky.

Character creation is addressed in the first discussion post. You will be level 4 with the gear of a first level PC. There is some loot once you are in.

Grand Lodge

Been wanting to play this, let me get something set up. What is the current party’s layout so I don’t step on too many toes?


Shaman and Slayer. Agree, this is a very well written AP.

Grand Lodge

Alrighty, I think I'll get some sort of paladin set up for the team to choose as it looks like a front liner of sorts might be needed.


GM, is the vanilla aasimar allowed as a race? I was thinking of a cleric of Sarenrae.

Grand Lodge

A Cleric of Sarenrae and a Paladin of the Dawnflower would a good team up to join in!

The Exchange

Pathfinder Rulebook Subscriber

I would love to play a flame kineticist who understands their power as a gift from their god. Perhaps a member of the temple of Sarenrae that was displaced by the Red Reaver or an Iomedae worshiping member of the town guard/militia.

Grand Lodge

Paladin Starting Wealth: 5d6 ⇒ (1, 3, 2, 5, 5) = 16


If you are up for some possible intraparty friendly struggles, nothing like some CN to spice up things!

Mechanical TLDR: Pretty good frontliner, will have quite solid will saves come the next level, partly natural attacker. Face and backup lore skill monkey. Has some stealth and can get out of dodge relatively quickly.

Still need to do some adjustments.

Adran is a professional mercenary, inspite of his CN alignment, he does follow through on deals he signed by his free will. He does have a phantom that backs him up, and is quite dedicated to see him survive.

Final build should be done tomorow.


I would like to submit Elduin here. He's currently level 1, but adjusting to 4 will be done today or tomorrow.
He's a Wizard focusing on support spells and a Healer, which this AP drastically needs.


Shadow_Fox wrote:
GM, is the vanilla aasimar allowed as a race?

Yes.


I would like to apply with Farod Shamar.

He's a Half Orc Wizard going Arcane Trickster, providing Arcane Support and ranged capability.

Will naturally provide plenty of skills, hopefully utility magic and buffs.
If he survives until he has access to improved Invisibility, he'll also make very good use of his Sneak Attack.

Theoretical Starting Gold: 2d6 ⇒ (5, 4) = 9
Well, good enough for a Kit, a Bow+Arrows, and some food, I guess.


Curious, I'm not extremely familiar with Tyrant's Grasp, one of the few Player's Guides I haven't downloaded yet. so I should take a look at it.

As far as characters, looks like Father Walhart is a shooter, combat focused more than rogue, so not dealing with locks and traps. Tally Hey miteke! is a shaman with the Battle Spirit. Hmmm, Michael_Hopkins is right, a frontliner would be helpful; as well as an arcane caster and possibly someone to deal with traps. I tend to play frontliners and skill monkeys. Today's a busy day, but I'll see what I can put together; miteke, Ralphrius, if you get a couple folks you like, don't wait for me.

Igar The Terrible, Any chance you add three instead of two?


Negative to three more players. Just two. The AP will give the opportunity for two NPCs to join the party very soon.

I do not see my players making this decision quickly irl time.


And here is Adrans phantom, Adrans leveling will likely end up as Bloodrager 5/Spiritualist 3 (he already has the boon companion equivalent), getting his Phantom to level 7, where it can start handing out its jummy

Defending Aura (Su)

When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that grants protection to nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus to AC and a +2 bonus to CMD and on all saving throws.

Deactivating the aura is a free action.

while also scouting really well before combat.

How the duo woul currently play:
--Adran has reasonable stealth of 5 (10 without ACP), he can send ahead his phantom in incorperal form (needs to stay within 50 feet of him, can move through walls) her stealth is pretty solid at 11, to find enemies, report back to the party, have the phantom get back into his conciousness (summoning it back takes a minute though) and strike together with the rest.


Here is my submission for Stephan Hollins, Paladin/Oracle of Sarenrae!

Hoping to be main frontline, with a bit of lifelink to keep folks up! I'll be going Paladin the majority of the way, with two levels or Oracle to help with some of the minor healings.

CRUNCH:
Stephen
Male half-elf oracle 1/paladin 3 (Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 35 (4 HD; 1d8+3d10+8)
Fort +8, Ref +5, Will +7; +2 vs. enchantments
Immune sleep, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +7 (1d6+4) or
. . dagger +7 (1d4+4/19-20) or
. . scimitar +7 (1d6+4/18-20)
Ranged sling +4 (1d4+4)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, endure elements, protection from evil
. . 0 (at will)—create water, detect magic, light, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 16
Base Atk +3; CMB +7; CMD 18
Feats Power Attack, Shield Focus, Skill Focus (Perception)
Traits called, the reclaimer
Skills Acrobatics -2 (-6 to jump), Climb +1, Diplomacy +8, Perception +7, Survival +3; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ elf blood, lay on hands 4/day (1d6), mercy (fatigued), oracle's curse (tongues [celestial]), revelation (life link)
Combat Gear sling bullets (50); Other Gear scale mail, heavy steel shield, club, dagger, scimitar, sling, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], masterwork backpack[APG], soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, 13 gp, 15 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (1 max bonds, 110 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.


Igar The Terrible wrote:
I do not see my players making this decision quickly irl time.

How so? Sounds like you have no faith in your players? :)

You're probably saying that they will weigh their options carefully and take the necessary time.

I briefly considered reading up in your gameplay thread. But I quickly gave up on it, as you're at an impressive 3300 posts, that's 4.7/day. I feel sorry for you for loosing your players and your momentum.


All good submissions imo. If posting once per day and once per weekend is not possible, please redact. That is our goal. It will vary from time to time and that is expected. Slow posting will only frustrate the other players and drag this out beyond my life expectancy.


Elduin Faenan wrote:
I briefly considered reading up in your gameplay thread. But I quickly gave up on it, as you're at an impressive 3300 posts, that's 4.7/day. I feel sorry for you for loosing your players and your momentum.

A good call on a prospective player's part. Know what you are getting into. Igar will withstand anything thrown at him. MO

Igar tips his mead at the wizard.


I've been reading the posts when I have free time so I can catch up. It's a doozy, but a good one.


need to do equipment, almost forgot it's not max money.
starting gold: 2d6 ⇒ (5, 5) = 10x10=100gp


Combat stats so to speak (shield spell up)

stats:

Defense:
AC=10+5(armor)+2(dex)+4(shield spell)=21/19/12
If raging=19/17/10 (which is pretty decent with level 1 gear, shield is twice per day for a minute)
32/40 max HP
Saves: fort=7/9 (second number while raging)
Reflex:3
Will: 1 (base) +2 (iron will if phantom inside) + 4 vs mind affecting (if phantom inside) +2 if raging, all of these stack.

Offense:
3 natural attacks at +9 AB d6+6 while raging

Phantom meatshield/scout
AC 16 with Dr5/slashing (will become dr5/magic next level) 26/26 hp
2 1d6 slams (count as magic) with +4 AB dealing d6+1 damage

Phantoms can benefits from bracers of armor (they do share my slots, but I dont urgently need my bracer slot), so once we grab one for her she can get moderatly tanky.

I am very happy to see such a high paced game btw!


One question on the backstory - I understand the reason the group is at a low gear level is that something happens in the beginning of the game (similar in impact to Wrath of the Righteous?)

So I was wondering if it makes sense to just have a backstory for the initial locale - as it may not make sense to just "follow" in the other characters' footsteps blindly from there, or if you'd prefer something different for that.

Or should we just go with description/personality etc. and work out a proper background leading up to the "now"-state if chosen?

I'd prefer to put effort into something that makes sense for the game, not just an empty chore that is done because it is expected. In other words: I'll gladly create a background if that makes sense - but for ongoing games I feel the initial "plot hook" based on players guide is often not a great fit - so I figured it won't hurt to ask.

(And as someone already stated, reading through gameplay is a daunting task. If desired I'd gladly catch up and get an idea skimming over that(and work out a background to the "now"-state), but preferably after being chosen :) )


Current situation, as Ardran wound understand it in character.

The heroes made it out of the starting crypt, and now travel along the dead roads, having collected 2 out of the 3 needed stamps, losing several of their numbers along the way, in an effort to return to the lands of the living.

THey have dealt with unpleseant tooth fairies, besting a Daemon and 2 Ettercaps with delusions of nighmarisch grandeur.

The party now faces its final obstacle, the Psychopomp Aydie, who seems to be determined to not let them pass, but also somewhat reasonable, as well as the Psychopomp Mictena, whose determiniation to "redead" he party seems rather unreasonable.

He may have been stalking the party, trailing behind it, wondering what was going on.


Not sure if there is still time to throw my hat in the ring here - I am trying to come up with a Haunt Collector character (melee/tank/bruiser), something I have never done before but seems a perfect fit for the environment and feel of this game :)

Is Occult allowed?


Thank you, Ardan :) I didn't want to spoiler it, but essentially that is what I meant.
If we should do a backstory about why and how we happened to be in the town, or include more recent events? Or even focus on those and the before won't matter?

I believe if 2 people get picked the sensible approach would be that we were a "party" as well, meeting a similar fate than theirs did, and finding ourselves down some members. Obviously we didn't face exactly the same struggles if our paths never crossed, but their approach may seem more sensible and we can decide to pool our resources.

Alas, if we go this path, then whoever is picked should have a more or less matching story - ...so that lead me to the next consideration if we should focus more on WHO we are, as person, and expect picks based on that and mechanics.

I have seen games reference backstories or bring them to life, and I have seen games completely ignore them and focusing on who the characters become through their journey. Either approach works for different kinds of AP's, and different tables.

So I figured I'll try and ask to get a feel for the expectations here(and also encouraging the existing members to speak up if they are so inclined - they are making the decision, after all, so knowing what is important to them may be helpful in providing :) ).


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An interesting proposition Farod, I think the two being selected having the same experiences since the event causing the deaths of the folks from Roslar’s Coffer is a good idea.

I've downloaded and read the AP guide and have read/skimmed the game thread. I wanted a little background before I decided what character to propose.

I've a character named Wulfgar (I played him in an alt-earth home-brew that ended prematurely. He's a character I would like to play again.) He's an aasimar bloodrager with a Celestial bloodline who eventually took levels in oracle to provide help with divine spells. His backstory will fit well enough once I've tweaked it. I'll post him at 4 levels of bloodrager, with the oracle levels being optional later if the party need them, if not he would stay full bloodrager.

I'm a huge fan of 'covering all the bases' and still of the opinion the game needs a frontliner, an arcane caster and possibly some rogue skills.


Adran has 10/5 stealth, his phantom has 11 in stealth in and 6 in disable device.
As she never wears armor (and thus ACP doesnt matter) an phantom is actually a pretty reasonable budget rouge, obviously no trap finding etc.

She currently has weapon focus slam and skill focus stealth, it could actually be interesting to have her as a full scout with 2 skill foci (disable device being the second one).

In contrast to a normal spiritualist, Ardran doesnt need her in combat, he is a fully legit beatstick. Once she hits 7, she can just chill next to the ranged archers and provide her +2 AC (deflection) and +2 CMD and all saves (untyped) aura to the party.


Robert Henry wrote:
An interesting proposition Farod, I think the two being selected having the same experiences since the event causing the deaths of the folks from Roslar’s Coffer is a good idea.

I'm all for that, too. I have left the details of the last part of my backstory open for any such adjustments.


Well, I didn't present it as selling point before, but even if Farod only uses a one-level rogue dip(plus Accomplished Sneak Attacker) to qualify for Arcane Trickster starting next level, I didn't trade away Trapfinding, with a 10 in Disable, 9 in Perception and 8 Stealth...and that's before any magics come into play. (Plus Ranged Legerdemain makes handling traps so much safer...)

So yeah, got that angle covered :D
Glad to hear that the suggestion is received well, at least by the applicants.
Elduin and Farod have significant overlap, but both would synergize well with Roberts Wulfgar - and I would love to play with you again, Robert.
Maybe we get lucky and get to coordinate our backgrounds together.


Howdy.

Are there any specific class or race restrictions? I.e occult classes or 3rd party classes. Etc.


No third party.


Cool beans! I'm late but I'll mock up an idea after work!


Slight adjustment for Stephan, if approved. Trading out Power Attack for Fey Foundling if that is alright with you. I figure more healing is better, and I can get Power Attack later if more damage is needed. Currently working on a local backstory that should be finished tonight.


The players are leaning on two submissions atm. I am considering doing another game from the start with those not chosen. The AP is so well written and the interest in it is strong.


I've read good things about this AP, and I played the PFS Special that coincides with the finale of this AP, and would love to see how that gets played out. Also, the posting rate for this group is quite nice!


Stephan Hollins wrote:
the posting rate for this group is quite nice!

It dropped off recently and is most likely a contributing factor in the suicide by npc. We are beyond that now. Should be good going forward.


Igar The Terrible wrote:
The players are leaning on two submissions atm. I am considering doing another game from the start with those not chosen. The AP is so well written and the interest in it is strong.

If you do decide to do this future game, when you do, could you please put up a separate recruitment thread? Although I am currently at my limit for PBP games, and thus am not participating in this recruitment, that can change in an instant, given how games disappear...

Thank you,
pad300


I hadn't finished making the two potential one I was thinking on. But it sounds like the group has more or less chosen pretty well?

I might still post the idea later but I think I'm probably pretty late~

TLDR version of the characterse I was thinking of.
Double Xbow Feral Hunter. Flavoring in the Onmyouji style.
or a SoulBound Unchained Summoner Who summons an aspect of himself. Admitidly a bit persona like. Summoner would opt for a Spell Cartridge based firearm, or perhaps a spear. Shard of Self Eidolon I'm not positive on combat method yet. Other than being more durable than the summoner. As it was created to protect him.
With prepference to the Summoner. As 'tis an idea I like. Just not a character I've built compared to my old built but never played Feral Hunter.

----
And as a general note concerning the posting speed. I haven't cross checked time zone of your postings (as I dont' want to read the gameplay thread past much). I tend to post morning before work and check again when I get home or after dinner. I'm Western US timezone for that.


Okay, a backstory that has openings in it for you to play with is now in a spoiler on the character sheet for review and playing with!

Also, caught up on the main points for the current situation. Great read on a slow day at work!


Igar The Terrible wrote:
The players are leaning on two submissions atm. I am considering doing another game from the start with those not chosen. The AP is so well written and the interest in it is strong.

Hey Igar, I've been PMing with Tally, he's the GM of a wonderful 'Legacy of Fire' game I'm in. As one of the two submission I appreciate the players vote of confidence, but the group does not need two frontliners.

Being the second of the two players to post a character and not really interested in playing an arcane caster, I don't feel right asking the other player to alter their character. I'm going to step away from this recruitment so the players can select a more balanced party.

Having said that, if you do start a new recruitment for the AP, I will be applying with Wulfgar. Thanks for running the game, we players really appreciate it. Good luck to all.


Here's the cleric I mentioned before, focused on channeling to heal and harm undead. I am reading the player's guide and working on the backstory.

Ionemeh, Aasimar Cleric:

Ionemeh Dawnstar
Aasimar cleric of Sarenrae 4 (Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 27 (4d8+4)
Fort +5, Ref +1, Will +8; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +7 (1d6/18-20)
Ranged sling +3 (1d4)
Special Attacks channel positive energy 7/day (DC 17 [19 to damage undead], 2d6 [+6 vs. undead]), sun's blessing
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—touch of glory (+4)
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—bless weapon[D], bull's strength, grace[APG], spiritual weapon
. . 1st—bless (2), magic stone, protection from evil, shield of faith[D]
. . 0 (at will)—create water, detect magic, purify food and drink (DC 14), stabilize
. . D Domain spell; Domains Glory, Sun
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 13, Int 10, Wis 18, Cha 18
Base Atk +3; CMB +3; CMD 13
Feats Channel Smite, Guided Hand[UC]
Traits sacred conduit
Skills Acrobatics -6 (-10 to jump), Diplomacy +13, Heal +8, Knowledge (religion) +5, Perception +6, Sense Motive +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aasimar cleric, deathless spirit[ARG]
Other Gear scale mail, heavy steel shield, scimitar, sling
--------------------
Special Abilities
--------------------
+2 to channel energy damage vs. undead/evil outsiders +1/2 to damage when using positive energy vs. undead or using Alignment Channel vs. evil outsiders.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 2d6 (7/day, DC 16 (19 vs. undead) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Damage vs. Undead: 2d6+6.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun and can call upon its blessing or wrath to work great deeds.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Sun's Blessing (Su) +4 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +4 (7/day) (Sp) Grant +4 to a CHA-based skill or ability check.


Stephan, please join us in discussion. Congratulations. Perhaps you can chime in on selecting the remaining PC.


I'm thinking about a "White" Necromancer (Hallowed Necromancer archetype with the Life sub-school). I can get the build up later today but the background might take until the weekend.


Hey! I know I am cutting it close right now, when the selections are basically already done, but still I would like to put Ehrien forth - she is one of a kind... A blaster wizard! (or at least my attempt at one)

But don't panic, she is also a Support Wizard - I am hoping to find a balance between group support/buffing + crowd control + Blasting!

I will say right off the bat though, I am no Wizard optimizer so I cannot guarantee any God mode ;)

Ehrien and Tar:

Ehrien
Female elf evoker (admixture[APG]) 4 (Pathfinder RPG Advanced Player's Guide 143)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 24 (4d6+6)
Fort +4, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . quarterstaff +2 (1d6)
Special Attacks intense spells (+2 damage)
Evoker Spells Prepared (CL 4th; concentration +8)
. . 2nd—flaming sphere (DC 17), flaming sphere (DC 17), invisibility, summon monster II
. . 1st—burning hands (DC 16), burning hands (DC 16), enlarge person (DC 15), grease, magic missile
. . 0 (at will)—detect magic, light, ray of frost, read magic
. . Opposition Schools Enchantment
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Alertness, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, the artisan
Skills Appraise +9, Fly +7, Heal +7, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +9, Knowledge (local) +8, Linguistics +11, Perception +9, Sense Motive +3, Spellcraft +11 (+13 to identify magic item properties), Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Orc, Sylvan, Undercommon
SQ arcane bond (Tar, donkey rat), elven magic, versatile evocation
Other Gear dagger, quarterstaff, masterwork backpack[APG], wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 bonus on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

+

Tar CR –
Donkey rat (Pathfinder RPG Ultimate Magic 117)
CG Small magical beast (animal)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 12 (1d8+1)
Fort +3, Ref +5, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee bite +1 (1d3-2)
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 13, Int 7, Wis 13, Cha 4
Base Atk +2; CMB -1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
[b]Skills
Appraise -1, Fly +9, Heal +3, Intimidate +1, Linguistics +2, Perception +11, Spellcraft +2, Stealth +15, Swim +11, Use Magic Device +1; Racial Modifiers +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (20 feet) You have a Swim speed.

Gear is not yet finished, and Languages are not written in stone, but I think those are things I can work out later on.


This is Zwordsman's potential Summoner's character. I only have the backstory currently though. So I suspect I"m running late for that. Timing of this post and new job move~

Note: For the eidolon. I do not know how the current group is built, heavy melee? heavy front?
The summoner is going to be leaning towards casting and the Spell Cartridges. The Eidolon I haven't zero'd in on yet. As I'm uncertain if the group has a specific cohesian they'd like me to echo. If no preference I tend to build more towards Gap Fill switch hitting style. As I myself am a gap fill kind of player.


Okay, here he is, Damien Blackrose, Human (Taldane) Necromancer ([Life] Hallowed Necromancer)

Damien Blackrose:

Damien Blackrose
Human (Taldan) necromancer (life[APG]) 4 (Pathfinder RPG Advanced Player's Guide 146, Pathfinder RPG Horror Adventures 74)
LN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 24 (4d6+8)
Fort +2, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) or
. . quarterstaff +1 (1d6-1)
Necromancer (Hallowed Necromancer) Spells Prepared (CL 4th; concentration +8)
. . 2nd—blindness/deafness (DC 17), false life, mirror image, spectral hand
. . 1st—chill touch (DC 16), enlarge person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 16)
. . 0 (at will)—disrupt undead, light, prestidigitation, ray of frost
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Scribe Scroll, Spell Focus (necromancy), Toughness
Traits reactionary, the reclaimer
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +5, Spellcraft +11
Languages Celestial, Common, Dwarven, Hallit, Necril, Varisian
SQ arcane bond (amulet), healing grace, positive touch, share essence
Other Gear dagger, quarterstaff, arcane bond amulet, , backpack, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, 47 gp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Healing Grace (x1) (Su) Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets
Life Associated School: Necromancy
Positive Touch (7/day) (Su) Spontaneously cast necromancy spells as cure spells that can only damage the undead
Share Essence (1d6+2 temporary hp, 7/day) (Sp) As a standard action, take nonlethal dam to grant same as temp hp to touched ally for 1 hr.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

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I'll work on his background over the weekend.


Can I stack Herald Caller and Stoic Care Giver. Herald Caller doesn't say it changes the domain. It's a RAW vs RAI. thing.


@Vanulf: The confusion was possibly over the Arcanist "White Mage" Archetype, which slapped on top of a "regular" Necromancer build could be a "White Necromancer".
Of course, no idea if that was what they were thinking about, but it was what came to mind for me.

That said, any word on whether there will be a second table, Igar? I think there's certainly enough people interested.


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I am giving it due consideration. It is a commitment that will always be there once I pull the trigger. The background work and graphics are done. Give me a few days to mull it over. Thanks for the encouragement.

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