Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

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Centuries ago Tsar, the great temple-city to Orcus, the Demon Prince of the Undead, stood as a bastion of evil and hate. Eventually, at the behest of the churches of Thyr and Muir, the last overking, Graeltor, called for a mighty crusade to tear down the walls of Tsar and forever end the presense of Orcus worship in the world. The great Army of Light, led by the archmage Zelkor marched to the gates of Tsar and laid siege on the fortress city for more than a year before it suddenly and unexpectedly fell. The forces of Orcus were magically transported outside of Tsar, behind the Army of Light and fled en masse to the South. Leaving the abandoned city behind, Zelkor lead the Army of Light in pursuit, knowing that the forces of Orcus had to be destroyed lest they scatter and sow the seeds of future evil throughout the lands. The Army of Light finally caught up with the legions of evil forces in the Forest of Hope where they had chosen to make their last stand. Both armies disappeared into the forest and neither ever emerged; The Army of Light was lost to a man.

Years later, when a terrible graveyard and thriving dungeon complex devoted to Orcus was discovered in the Forest of Hope it became clear that the Army of Light had failed to destroy it's foe. That dungeon complex is now known as Rappan Athuk, the Dungeon of Graves. Many adventures have lost their sanity and lives exploring it's depths, but that is the setting for another adventure.

The Desolation surrounding Tsar is a largely ignored and unexplored wasteland where two massive armies virtually smashed themselves to pieces. Those who have braved its depths have hurriedly passed through studiously ignoring the battleground around them and the ruined city it surrounds. Surely something of value remains to be gleaned from such a cataclysmic conflict of old. Now, having obtained sufficient power to make it worth trying, you can be one of the few to have ever tried plumbing the great unknown that is the Desolation. Most have deemed it too dangerous or devoid of anything of value, but there are always legends of some great knight who fell on the battlefield clutching his powerful sword that was never recovered or some powerful wizard whose mighty staff disappeared in the melee and must still be lying out there somewhere. Will you find your fortune in the wastes or perhaps even in the fallen city of Tsar itself?

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I'm looking for one or two replacement characters to participate in the Slumbering Tsar Saga by Frog God Games. If you're familiar with Rappan Athuk, this is set in the same universe and in fact references the same events, but this is its own mega-adventure. It's hard by design. At times it will likely seem unfair. There's always a chance that you'll wander into an area that you're simply not prepared for and get killed. It's what Frog God Games does and that's supposed to be part of the charm of the style of the adventure, but it's certainly something you need to be prepared for ahead of time.

You'll be joining a party that currently consists of a fighter, a sorcerer, an unsworn shaman and a bard-ish multi-classer.

I'm looking for solid, but not OP characters who are good at doing what they do. Someone able to deal with traps effectively would be a good addition to the party, and given the setting you can expect to be dealing with undead and evil outsiders on a regular basis. Beyond that there are no particular builds and roles that need to be filled, so come up with something you'd enjoy playing in a dangerous setting!

I'd like players that are friendly and who post around once a day during the week and get a post in over weekends; we've been moving along at about that clip for the most part until now and I'd like to keep it up.

Character Build Rules

Start at Level 7
20 point point buy
Evil Characters are discouraged, but we'll work on a case by case basis for the right stories.
Class: Just about any Paizo class, prestige class and archetype is fair game; check if you think it might be too much.
Race: Core races, goblins, hobgoblins, kobolds, orcs, ratfolk, ask about others, but anything not to crazy or powerful is likely fine.
Traits: Two traits, and you can select a (play relevant) drawback to add a third. No campaign traits.
Trait Exception: Trap finder can be selected as combat trait.
Religions: Deities of the Bard's Gate Region of the Lost Lands setting are fair game.
Background Skills are in use.
Elephant in the Room Feat Tax Rules are in use.
Variant Multiclassing is in use.
Fractional Base Bonuses are in use.
Standard Wealth by level (using the Autmoatic Bonus Progression adjustment mentioned below,) so start with 11,750 gp (no more than half spent on any one item.)
HP: Max level 1, For levels beyond the first character level use the following: d6 classes get 4 hp; d8 classes get 5 hp; d10 classes get 7 hp; d12 classes get 9 hp.

Automatic Bonus Progression, Magic Armor and Weapons and Crafting/Buying House Rules:

We are using slightly modified Automatic Bonus Progression rules.

The following changes will apply:

Items that only provide bonuses to AC, saving throws and statistics longer exist. Items that used to have one of the bonuses listed along with others will have their cost reduced on a case by case basis to remove the cost of whatever part of their description has been removed.

Non-magical armor and weapons can be attuned normally using the ABP system (so you'll start with one +1 piece of armor and one +1 weapon by default at level 7.) For armor and weapons with other properties we'll use the capacity system described in the Unleashing Unchained blog post. When magic weapons or armor are bought, crafted or discovered they'll have a capacity listed.

Characters with animal companions can split the ABP bonuses they receive between themself and their animal companion however they like by default. A +2 resistance bonus, for example, could be use to give the character +2, +1 for each the character and the animal companion, or +2 for the animal companion. This can be set at the start of each day.

Additionally, items that would normally not be allowed under ABP (amulets of mighty fists and the like,) can be purchased (and only work) for animal companions as they would under non-ABP rules, but the cap on bonuses is the same as the bonus that ABP would grant at a given level. E.g. When at level 8 the animal companion could have a +2 AOMF, and when the character hit 14 that could go up to +3. If the Animal companion receives bonuses this way they wouldn't stack with the bonuses from ABP the character might be splitting with them.

When crafting or buying magic items other than weapons and armor custom items are not allowed, including the properties of different magic items from the same slot.

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If you're interested in joining us or have any questions, do let me know. Right now the party is just making it's way back from exploring the Desolation back to the Camp, the closest thing to a civilized town you'll find in the area. New characters would join the party there.

I'd like to add new characters sometime in the next week or so, so we're starting with a deadline of the evening of April 8th and we'll see who's applied at that point!


Dotting! I have a trapper ranger/druid (no animal companion) that I created for a carrion crown game that died by level 4 and seems to be a good fit. I have to rework a little bit of the background to pull more into context (plus level him to 7 and match the ABP/other rules).


This is a cool campaign and cool world.

Based on my interests and the party composition, I have a couple ideas. If you’d allow, I’ll stat them both out. Both will contribute healing, buffs, and some front-line martial capability.

1) Dragon Oracle who will also take the Abyssal Eldritch Heritage feats. He’d be drawn to Tsar, not knowing that it’s because the city is calling to his demon blood.
2) Reflavored Ravener Hunter inquisitor (Flame mystery), who’s drawn to Tsar knowing damn well what’s there and why it needs to be destroyed.

Either one would vmc with rogue or take the trap finding trait. I normally love playing scout types.


Ah, the lost lands! Played through a campaign in that setting before. Would be happy to put my hat into the ring. Fighter (5) Sanguine Angel (2). A lawful neutral half-dwarf* warrior.

Stands on the front line with the fighter, and can share a teamwork feat! Chose Precise Strike, but it can be changed if another is wanted. Figure that sharing +1d6 sneak attack damage when flanking is nice to have.

* https://www.worldanvil.com/w/the-lost-lands-iyenrithe/a/half-human-article

According to this, half-dwarves exist. If you will allow it, then I will just use the rules for half-orcs. The only "in-game" difference would be the subtype is human/dwarf instead of human/orc. With +2 bonus to saves, endurance and darkvision, I feel that it fits the theme fairly well.

Plus, with a dwarven fighter in the group, I think that it could work out pretty well. :)

Background:

Ghorza was raised by her dwarven kin, though she was never told who her real parents were. All that was ever said to her was that they died long ago. When pressed, she was told that pointless questions were better suited to elves. Growing up with her clan, Ghorza was raised like any other dwarf. She was apprenticed to her father, learning from him the art of the forge. She was a weaponsmith and an armorsmith, and she took to forging of the trappings of war like a natural. Though there was always muttering about her craft, for unlike her kin, she was 'far too tall.' The mutterings were something that she long learned to deal with, for she knew that she was different, and it seemed like the others knew why.

Life would have gone on like this, if she was not called to battle. When the clan was threatened she took up sword and shield alongside her kinsmen against the feral orcs that threatened them. And it was there that she truly awoke. Ghorza fought with a ferocity that was frightening, but it was not until after the battle that the 'why' was learned. On her hand was a mark. The mark of Thursis, the God of Battle. The mutterings became talk, and the talk became arguments. Soon, the longbeards were openly yelling at her father, telling him that he was a softhearted fool for taking her in. He defended her, of course, but it broke her heart to see the fear in their eyes and the pain that it caused.

It was for this reason that she left her family and her home, leaving on a search to find herself. She has traveled since then, working as a smith in times of peace and a mercenary in times of war. She has never stayed long in any one place. She doesn't know what she expects to find, or what she will learn. But she does know that with every life she takes, she feels more 'alive.' And she wonders what is awakening inside of her. Once she finds this answer, though, she wants nothing more than to return to her clan, and to prove to them that she is not only worthy of respect, but acceptance.

Almost finished crunch in profile


And crunch should be complete. Realized that I had to take the teamwork feat Shield Wall. So when next to Groff, she would get +1 AC and he would get +2 AC. At lvl 8 this bonus would increase to be +2 for Ghorza and +3 for Groff. At lvl 11 she would also give +1 Ref/Will to everyone in 20ft and at 13 that bonus would increase to +3 Will.

So front-line martial, who gives protective bonuses to nearby allies.


Third post...because I checked your discussion thread and see that the party needs someone to handle traps. And that the GM has authorized the trap finder trait.

Even in full plate armor, she has +13 to find traps, and +13 to disable traps. She can't sneak around or scout, but at least the group can have a heavily armored tank who can spot and disable traps.

That should be the last of the modifications needed.

Sczarni

Erkor the Hobgoblin Ranger:
Erkor Boglum
Male Hobgoblin Ranger (Trapper) 7
N Medium humanoid (hobgoblin)
Init: +5; Senses: Perception +12; Darkvision 60’
Speed: 30, Languages: Common, Goblin

Defense
AC 22 (+6 Armor, +5 Dex, +1 Deflection) (+2 shield) Touch 16 FF 17
HP 78 (7d10+32)
Fort +9 Ref +11 Will +5

Offense
Ranged: attuned composite longbow +14/+9 (1d8+3 20/x3) Range 110, Ammo: 60
Melee: masterwork rapier +13 (1d6+2 18-20/x2)
Whip: +8 (1d3+2 non-lethal), reach, trip
BAB 7 CMB +9 CMD 24

Statistics
Abilities: Str 14 Dex 20 Con 16 Int 10 Wis 15 Cha 10
SQ: Favored Class (Ranger; HP), Stealthy, Trap (Alarm Trap, Bludgeoning Trap; +8 to hit, 2d6 damage), Favored Terrain (Underground; +2 init, Kn(Geo), Perception, Stealth, Survival, leave no tracks)
SA: Favored Enemy: Undead (+4), Favored Enemy: Evil Outsider (+2), Track (+3), Trapfinding (+3), Wild Empathy (+7), Hunter’s Bond (Allies), Woodland Stride
Traits: Armor Expert, Prehensile Whip
Feats: Endurance, Precise Shot, Point Blank Shot, Many Shot, Weapon Focus (Longbow) Style: Archery; Rapid Shot, Improved Precise Shot
Skills: Craft (Alchemy) +10, Disable Device +17 (+3 vs traps), Know (Dungeoneering) +10, Know (Geography) +10, Know (Nature) +10, Perception +12, Stealth +19, Survival +12 (+3 to follow tracks)
Combat Gear: alchemist’s fire (7), acid (7), glowrod (2), potion invisibility, potion CLW (4)
ABP: 7th lvl; resistance +1, armor attunement +1, weapon attunement +1, deflection +1, mental prowess +2 (Wisdom), physical prowess +2 (Dexterity)
Equipment: attuned mithral breastplate, attuned composite longbow (+2), rapier, dagger, club, whip, wooden heavy shield, bedroll, belt pouch, flint & steel, iron pot, mess kit, silk rope (100’), torches (10), trail rations (5), waterskin, compass, masterwork thieve’s tools efficient quiver, handy haversack, traveler’s any-tool, silversheen, arrows (60), javelins (18), spear, climber’s kit
Coin 65gp
Description Erkor is a tall, lean hobgoblin in excellent physical condition. He has the common grayish-green skin tone for his ancestry, and wears dark leather traveling clothing over his bright mithral breastplate. He carries a longbow with a beautifully carved leather quiver at his hip, opposite a well-worn basket-hilted rapier. His leather backpack sits tights against his back, tucked under a heavy woolen cloak, with a stout wooden club slung beneath and within easy grasp. A coiled whip also hangs from his belt, ready to be snapped out at a moment’s notice.

Background: Erkor once fought for a Legion of hobgoblins, serving as a forest scout and archer, until he became disillusioned with their vicious battle tactics and practice of taking slaves afterwards. Honest combat and death were one thing, but subjugating and enslaving the civilians was a step too far for him. He scraped together enough coin to buy out his military contract and went mercenary, looking for jobs that afforded him a bit of an easier conscience at night. Hearing about the massive dungeons in the area, especially with the stories of the lost army of Orcus, he set out for the Lost Lands with the intention to earn some coin, slay some undead and monsters, and maybe earn back some of the stored up bad karma from his past.

He's basically a Belmont from Castlevania, out to slay undead with arrows and blade. He can readily find most traps and deal with them, as well as being able to alarm and use some damaging traps on his own. Not too shabby in front line combat, he can really put the hurt on undead (also lesser evil outsiders) with his bow.


Thanks everyone for the interest!

@The Archlich, a trapper ranger/druid would fit the setting just fine; I'll be interested in what you're putting together!

@BelacRLJ, I'd say pick the build that you'd have more fun playing and put it together! I will say that no one knows exactly what's going on in Tsar; it's essentially an unknown to the world outside its walls at this point. Having strong suspicions given it's history is fine though.

@Ghorza Thursisdottir, a Sanguine Angel is interesting (though you seem not to be leaning into its flavor as presented with your background.) The Army of Light that assaulted Tsar centuries ago did have at least some followers of powerful Devils in its ranks as the Devils were as opposed to Orcus as the forces of good (for their own reasons.) I'd be up to using a half-dwarf if you want to run one, though I'd want to use This Half-Dwarf which seems to me well done and a good mix of Human and Dwarf.

@psionichamster, that all looks good. I'll also say that I'm not going to make bow users track mundane ammunition. Anything with special properties I'll want you to track, but normal arrows aren't worth tracking in my opinion.


Changed to the half-dwarf that you recommended. Hurts to lose darkvision, but nice to gain toughness. :)

And yeah, I'm not leaning too heavily on it. I find that actively worshiping a devil is somewhat problematic for many players and I don't want to go full blown evil. Rather, her blood line has been blessed/cursed by Thursis, and the Sanguine Angel prestige class is what represents that. The more conflict and killing she is in, the stronger it becomes, until the capstone at lvl 10. She's someone who is following the calling in her blood, rather than someone with strong religious convictions.

Silver Crusade

I've heard a lot of great stories about Rappan Athuk, and the concept of the deslation surrounding it sounds very interesting to me.

Is there anything in particular the group needs other than a trapfinder? Do they need someone really good at healing? A ranged damage dealer? What is the shaman's focus?

My first instinct would be something like a half-orc herald caller archer cleric of Erastil (or his equivalent) with the animal domain. He won't find traps, but he'd be a full divine caster with good archery, an animal companion and great summoning abilities, plus he has full channel ability on the side.


@Trevor86, beyond the ability to deal with traps there's no glaring hole in the party to fill, though a ranged damage dealer wouldn't be a bad thing at all. The shaman is unsworn and able to change focus some as needed, though he has invested some feats into healing and has been doing that fairly well. More healing certainly never hurts, but it's probably not something to build a character around.

If you're interested in taking a look at the gods of the Lost Lands this list is a good resource. If you wanted to use feats, traits or something else that specifically relates to a god in Golarion there's a good chance we can figure out an equivalent god in the Lost Lands to use instead.


I’m a little confused by the unleashing unchained rules. If I’m calculating correctly, a +1 capacity weapon with one +1 level feature would be 6k in cost and thus not allowable to start with. Am I counting right?

Also, are geniekin ok as a race choice?


NVM on the above questions. I present:

Auleth Maraine, Human Inquisitor (VMC Rogue)

”Background”:

(This is intended to be a servant of one of the setting's gods focused on the beauty of the world and in humanity, one that isn't usually the sort to have inquisitors and paladins but is still opposed to Orcus, who would ruin what the world has going for it. Based on the gods listing in the original post, I’m going with Dame Torren, but if selected I’d be interested in discussing the best god for this character to follow)

The space between the walls was dank and warm, extremely uncomfortable. Auleth picked his way from beam to beam, hoping to avoid stepping on a rotted one and bringing the floor of the building crashing down on him and his quarry. Below the beams was only a slippery gash in the rock, leading down to the underground river below the city, a river that gave back neither bodies nor lives. Slowly, carefully, he moved closer to the source of the flickering light—a crack in the basement wall, offering a clue to the dark rites going on in the room outside. Finally, he reached it and peered through.

In the wild light of magical orbs lining the walls, he saw what he had come for and more. Before him, partially blocking his vision of the rest of the room, were stacks of boxes. He could smell the fragrant incense they contained, as well as something else metallic he could not place, and his eyes widened as he calculated the value. One box, could he wrest it free and carry it back to the sewers, would be worth more than he’d stolen in the twelvemonth prior. And there were dozens.

Beyond the boxes stood a circle of robed figures, each cowled in black and wielding a mace. On a dais on the side opposite from him stood a man armored all in black, who held in his iron grip a shuddering figure in a feathery white cape. The circle of figures surrounded a sigil painted on the floor in garish red…no, that was not paint, and it was the source of the metallic scent. And there was so much…Auleth shifted in his crouch to get a better view. In the center of the circle was the previous sacrificed victim. He could not tell what it had been in life, beyond a person, for it was covered with another of the robes, but he knew from past fights he’d been in that no one could lose that much blood and live.

And yet, as he watched it moved—or something moved under the cowl, something sinuous and far too large to fit. The cowl rose, revealing an area of shadow, then an inchoate figure with too many eyes and arms for Auleth to comprehend. The cowled figures chanted, beating their maces against their hands, all intent on the creature at the center of the circle. The creature, however, seemed to be concentrating on something. At last, it drew forth a whiplike protuberance, which it hurled at the cultist closest to Auleth, neatly severing the head underneath the cowl.

As the cultist’s body slumped to the floor, and Auleth looked on in horror, several of the creature’s eyes fixated themselves on his position. A voice growled from no mouth he could see, and seemed to echo directly into his mind: “You gibbering fools, you are being watched!” The cultists turned as one to follow where the fiend’s appendage was pointing. Auleth scrambled to move, but only managed to kick the crack, expanding it and drawing attention to his position.

All thought of stealing the incense was gone—he had to escape. But the monster had him pegged, and could certainly move faster than he could laboriously clamber between the walls, never mind the cultists who almost certainly knew their way around the complex better than he did. As he crawled as quickly as he could, he could hear the scuttling steps of the pursuing creature. There was no hope of escape, so in desperation he turned, confronting it as it perched on the very plank he had vacated only a few seconds prior. Several of its mouths opened, revealing what may have been circular rows of teeth. Auleth gave a little jump, landing with all his force on his own flimsy foothold. The wood shattered under his weight, in breaking removing the last support for the one the monster was standing on. With a shriek of horror, the monster fell scrabbling down the walls, even its grasping tentacles no match for the featureless, moist rock walls. Auleth only barely managed to close his fingers around the last bits of wood attached to the walls, and pull himself up.

Several of the more adventuresome cultists had followed, waving their maces in a more directly menacing way than they’d used them in the ritual. Auleth hauled himself up to the shaky beams, and looked behind him toward his only exit. No escape from these, either. This heist had been a terrible idea. But he was nothing if not unpredictable, and as the first cultist approached he drew a torch from his pack, lit it, and held it to the wall of the chamber. Perhaps they would retreat to save their fellows, or at least their goods, and let him be. The cultist’s face, already twisted in a wrathful grimace, turned even more into a mask of horror. “What have you—” he began, but in that moment Auleth was violently reminded of why the cult had used magical lighting, as well as how explosively flammable the incense he’d meant to steal was.

He dreamed of fire. In the dream, he was atop a mountain, the winds blowing freely about him and seeming to speak to him, though he couldn’t tell what they said. But the mountain was a volcano, and exploded underneath him, and in the gaping crater he could see a skull of flame, like the heads of the cultists’ maces. As he fell, however, a rush of wind saved him, and carried him up toward the light.

He did not know how long it had been when he awoke, or where he was. He was whole, save for a burn mark across his shoulder and down his arm, and dressed in a white feathery robe. He was alone in a room, with daylight streaming through a grating high on the wall, and soft music sounding from somewhere outside the door. Was he alive? Or was this some sort of afterlife? The door swung open, and an elf priest – or perhaps a musician from his garb, Auleth could not tell – entered, humming a tune. The elf seemed to know what he was thinking, for he said “You are alive, my friend, though I can’t say the same for the cultists you blew up.” He put his hand on Auleth’s shoulder. “Don’t rise, my friend. Exerting yourself now would be unnecessary, and unhelpful. But there is someone who’d like to see you.”

Who? No one Auleth knew could possibly be aware of his location, and he had no friends who he could imagine would be interested in finding him. And the gaunt, pale man who entered the room next certainly was no one he’d seen before—though he was wearing a robe similar to that covering Auleth, and he had seen that before…

“My unknowing rescuer,” the man began. “The Goddess had sent me a vision of you, you know.” He nodded at Auleth’s uncomprehending look, and continued. “It kept me going, after I’d been fool enough to get myself captured by those…misguided souls. Knowing of the promise of deliverance. I’d never guessed it’d be a thief as foolish as I’d been.”

“How…” Auleth gasped out.

The elf musician interjected. “We spoke to you, while you were dead, you know. You weren’t very talkative then, either, but you said enough for us to piece things together. And well you did, you earned every penny of that diamond with your work that night. Snuffed out a whole cell of the bastards, and their pet as well. And no one even knew they were there, underneath the merchants’ quarter like that.” He laughed. “With the damage from the fire, you should be glad they’d captured a servant of Dame Torren instead of Sefagreth. Those skinflints wouldn’t have spent any sort of effort on you. But we…well, we have an offer.”

The gaunt man stepped closer, walking with a slight limp. “Now, brother, he’s just come awake. He’s in no place to discuss matters of import. Let him rest.”

“It’s your goddess the offer comes from,” the elf retorted. “Were it up to me, I’d have preferred to let him rest and listen. But she seemed to be in somewhat of a hurry, or so the oracle said.”

“Very well,” said the gaunt man. “Auleth…My name is Stelare. You have been a thief, and more cunning than wise. But you have also unwittingly been a tool in the hands of the divine. How would you like a better career, one where you accomplish good and know you are doing so?”

Auleth nodded. That did seem better than the lot of a guildless burglar, even one who all the city thought was dead. And the dream…he was not so unschooled as to mistake that the goddess of the winds had been speaking to him, nor had she been subtle in the slightest.

Stelare continued. “If what befell me is any sign, the followers of the prince of undeath are more advanced than any of us realized. Our church is not bursting with paladins and knights—indeed, though we love the world as much as he and his followers hate it, we are ill-suited to take arms directly and bring the war to him. Even that of our patron and ally,” he gestured to the elf musician, “is not much more prepared for battle. We need people of proven skill and boldness, to ferret the enemy out. You did so on your own, without any sort of aid. If you agree, we will retrain you in skills of investigation and battle, and set you to pursue this cult in way that will allow you to show…” he paused, considering his words carefully, “…better judgment.” Auleth gave another small nod, and Stelare resumed. “You have been marked, it seems, with a gift of the goddess, and when you rise from this bed, you will have accepted another. I greet you, Auleth Maraine, Inquisitor of Dame Torren.”

Summary:
Auleth was a common thief, who had heard of an extremely valuable, and dangerous, haul – a whole shipment of incense that had been stolen by some obscure cult. Tracking it to a warehouse below the mercantile quarter of Bard’s Gate, he found a group of followers of Orcus who were sacrificing people to summon some sort of demon. Discovered by the cultists right before they sacrificed their next victim, a priest of Dame Torren, he inadvertently blew up the whole place. The priest, who had been sent a vision of his coming, recovered his body and had him Raised. At the behest of the Goddess, her church offered to make him an inquisitor, tasked with hunting down the followers of Orcus. He was to determine what they were planning, whether they had targeted the allies of Oghma deliberately or by opportunity, and how best to stop them. Since neither church is a crusading force, there wasn’t much more support they could offer, but the Goddess, out of humorous reaction to his chosen tool for carrying out Her desired task, granted him the gift of fire to carry against her enemies. Eventually, this quest led him north toward the old strongholds of Orcus, there to see if any controlling force is behind the activity he had encountered.

Personality:

Auleth has taken to his new life with zeal, but spent a long time in a nihilistic career (thievery) and that has left marks on his soul. His new faith is all about the beauty inherent in the world, which is hard to retain for a person who spent his life either scrounging for crumbs or disparaging anything that failed an Appraise check. While he has a certain degree of bluster, at his core he questions his worthiness of all the blessings he has received, and fears that failure will lead to them being taken away. This drives him onward, however, as he is determined to accomplish what he’s been set to. When he’s grim and determined, things are going well—the more he jokes, the more he’s on the point of losing his nerve.

Stats and Basics:

Auleth Maraine, NG Inquisitor (Ravener Hunter) (VMC Rogue) of Dame Torren
(I'm wavering on the VMC here, but right now thinking yes)

0 Str 10
5 Dex 14 (+2 Human, +2 Physical Prowess): 18
5 Con 14
5 Int 14
3 Wis 13 (+2 Mental Prowess, +1 4th level): 16
2 Cha 12

HP: 55 (8 + 30 (5*6 Class) + 14 (2*7 Con) + 3 (Favored Class))
Saves:
Fort: 8 (+5 (Class) +2 (Con) +1 (Resistance))
Ref: 7 (+2 (Class) +4 (Dex) +1 (Resistance))
Will: 9 (+5 (Class) +3 (Wis) +1 (Resistance))
BAB: +5
ABP Benefits: Resistance +1, Armor attunement +1, Weapon attunement +1, Deflection +1, Mental Prowess +2, Physical Prowess +2

”Equipment and Combat”:

Init 7: +4 (Dex) +3 (Wis)
AC 22: 10 + 1 (Deflection) + 2 (Dex) + 7 (Armor, attuned) + 2 (Buckler w/shield focus)
Atk:
+9, 1d6+4, Agile Scimitar
+10, 1d8+1, Longbow (attuned)

Gear: 11,750gp, no more than half on one item (5875)
mithral breastplate (4200gp)
Scimitar (Agile, +0 capacity) (2015gp) - did I figure this right? If not I will refigure
Longbow (75gp)
Darkwood Buckler (203gp)
Boots of the cat (1000gp)
Cloak of Elvenkind (2500gp)
Eyes of the Eagle (2500gp)
MW Thieves' Tools (100gp)
393gp (Basic adventuring gear to be filled out if selected, but I’ll have bedroll, food, etc)

”Feats, Traits, Class Features, Skills”:

Traits: Vagabond Child, Greater Purpose, Fate’s Favored, drawback: Doubt

Feats:
Human: Combat Reflexes
1 Precise Shot
3 (VMC: Trapfinding)
5 Rapid Shot
7 (VMC: Sneak Attack)

Class Features:
1st: Cinder Dance (10 ft base speed increase, Nimble Moves at 5th level, Acrobatic Steps at 10th)
1st: Judgment 3/day
1st: Monster Lore (Wis to Knowledge when identifying weaknesses of creatures)
1st: Stern Gaze (+ ½ level to Intimidate and Sense Motive)
2nd: Cunning Initiative (Wis to Initiative)
2nd: Detect Alignment at will
2nd: Track (+ ½ level to Survival to follow or identify tracks)
3rd: Demon Hunter (also, +2 on Knowledge(religion) to recognize demons and worshippers of demon deities, +2 attacks and caster level checks vs those)
5th: Bane (7 rounds/day)
5th: Discern Lies (7 rounds/day)
6th: Solo Tactics
6th: Teamwork Feat: Escape Route

Spells: 5/4/2 per day
Known: (levels 4-7 took extra spell known FCB)
6 orisons: Create Water, Detect Magic, Light, Read Magic, Sift, Stabilize
8 1st level: Barbed Chains, Cure Light Wounds, Divine Favor, Expeditious Retreat, Remove Fear, Hide from Undead, Doom, Shield of Faith
5 2nd level: Cure Moderate Wounds, Instant Weapon, Lesser Restoration, See Invisibility, Spiritual Weapon
2 3rd level: Halt Undead, Greater Magic Weapon

Skills:
AC check penalty: -1
Disable Device: 19 (+1 trait, +3 class, +4 dex, +7 ranks, -1 ACP, +2 MW tools, +3 Trapfinding class feature)
Perception: 18 (+3 class, +3 Wis, +7 ranks, +5 item)
Stealth: 18 (+3 class, +4 Dex, +7 ranks, -1 ACP, +5 item)
Survival: 11 (+3 class, +3 Wis, +5 ranks)
Climb: 7 (+3 class, +5 ranks, -1 ACP)
Knowledge(Religion): 11 (+3 class, +2 Int, +5 ranks)
Knowledge(Planes): 11 (+3 class, +2 Int, +5 ranks)
Spellcraft: 11 (+3 class, +2 Int, +5 ranks)
Diplomacy: 10 (+3 class, +1 Cha, +4 ranks)
Intimidate: 13 (+3 class, +1 Cha, +4 ranks, +3 Stern Gaze)
Sense Motive: 13 (+3 class, +3 Wis, +4 ranks, +3 Stern Gaze)

Background:
Appraise: 9 (+7 ranks, +2 Int)
Knowledge (History): 5 (+3 ranks, +2 Int)
Linguistics: 6 (+4 ranks, +2 Int)


Dotting interest - been building a goblin kineticist that I think could be fun. Will get it posted sometime tomorrow most likely!


@BelacRLJ, your calculation is about right though it largely doesn't matter now. There's a good chance that you'll be able to add capacity to weapons in the campaign after a while for crafting prices (though I can't guarantee that.) For the build the agile scimitar should also be masterwork (which would add 300 gp to the price, but would also give a +1 to hit when it's not attuned which it wouldn't be to start with, so there's that.) Otherwise that looks good!

@dwilhelmi, I'll look forward to it!


Would there be any objection from the existing group for adding a Paladin?


@Thedmstrikes, a paladin would certainly be thematic for the adventure. As long as they're going to be able to let morally dubious npcs in the Camp be unless they're doing something actually evil I don't think there should be any objection to one. There's not a lot of good out there, so being able to focus on the greater evil becomes important.


Great, I would have gone with something else if the current group would object, so, looking at a straight Paladin (unknown god yet) or give up spell casting in the Warrior of Holy Light archetype, but currently looking at a human...


@Thedmstrikes, either of those options should work just fine. I'll be interested to see what you come up with! The link to various deities in the Lost Lands is a couple of posts above this, but let me know if you have any trouble with figuring out a god which would fit.

Silver Crusade

Dropping a quick note from in between writing a different application, I'm still interested in this one too.

I read and thought things over and think I'll go with a half-orc archer cleric of Freya (closest I could find as Erastil's replacement), herald caller archetype. She will be a huntmaster of sorts, fighting with a bow behind her line of companion animals and summons.

Her focus will be thus on archery and summoning, and she will have an animal companion as well to act as an additional meatshield. She also has channel energy at full progression but she won't devote any feats or attention into healing. It means I won't have the trapfinder feat, yes, so hopefully she would make it in as the second character.

If I could ask something, would you accept a summoning based character as a gm, since they give more work than the average character? If not, I understand and withdraw the submission with no hard feelings. I would like to be told however before I spend more time to make it into a full alias.


@Trevor86, I'm fine with a summoning based character and wouldn't count that against a submission at all.

Grand Lodge

I would like to submit something here.

I need to work this back to bloodrager 1, skald 6. My idea is actually to be somebody's awesome animal companion. I had the build whipped up for another game so need to do a few changes but its basically there as a buff monster.


@Jonathan Artis, looks interesting! Let me know when you've got the changes you want done!


Here is:

Bolden Kirst:
[ b]Bolden Kirst of the Church of Divine Right[/b]
Male Human Paladin (Holy Guide/Warrior of Holy Light) 7
Lawful Good Medium Humanoid
[ b]Init [/b]+1(+3 if underground); [ b]Senses [/b]Normal; Perception +6 (+8 if underground)
[ b] Aura [/b]Good; +4 morale to allies within 10 feet vs fear
--------------------
[ b]Defense[/b]
--------------------
[ b]AC [/b]20, touch 13, flat-footed 18 (+7 armor, +1 Deflection, +2 Dex)
[ b]hp [/b]64 (7D10+7 plus 7)
[ b]Fort [/b]+12, [ b]Ref [/b]+10, [ b]Will [/b]+10
[ b]Immunity [/b]Disease; Fear
--------------------
[ b]Offense[/b]
--------------------
[ b]Speed [/b]30 ft.
[ b]Ranged [/b]
[ b]Melee [/b]Greatsword +1 Bane (Undead) +11/+6 (2D6+6/19-20x2) +13/+8 (2D6+8+2D6/19-20x2){vs undead}
[ b]Melee [/b]{power attack} Greatsword +1 Bane (Undead) +8/+3 (2D6+15/19-20x2) +10/+5 (2D6+17+2D6/19-20x2){vs undead}
[ b]Melee [/b]Touch +9/4 (LoH/x2)
[ b]Special Attacks [/b](4/day) Smite Evil (+5 to hit, +7/14 damage), (11/day) Lay on Hands (3D6 vs undead)
[ b]Spell-Like Abilities [/b](At Will) Detect Evil
--------------------
[ b]Statistics[/b]
--------------------
[ b]Str [/b]16, [ b]Dex [/b]14, [ b]Con [/b]13, [ b]Int [/b]11, [ b]Wis [/b]8, [ b]Cha [/b]20
[ b]Base Atk [/b]+7/2; [ b]CMB [/b]+10; [ b]CMD [/b]22
[ b]Feats [/b]Combat Reflexes, Extra Lay on Hands, Extra Smite Evil, Furious Focus, Outflank, Vital Strike
[ b]Traits [/b]Sacred Conduit, Armor Expert
[ b]Skills [/b]Climb (4), Diplomacy (9), Handle Animal (9), K. Religion (10), Lore (Church of Divine Might) (7), Perception (6) (8 if underground),
P. Soldier (9), Ride (6), Sense Motive (3), Survival (3), Swim (4)
[ b]Languages [/b]Common
[ b]SQ [/b]Divine Health, Channel Positive energy (3D6 DC 20), Divine Bond (Greatsword); Teamwork feat (grant to allies w/in 30' for smite evil use)
[ b]Other Gear [/b]Mithril Breastplate +1, Masterwork Backpack*, Belt Pouch', Ink', Inkpen', Grooming Kit*, Bedroll*, Messkit*, Waterskin*,
Trail Rations (10)*,Waterproof Bag*
1183 Gold', 1 Silver'
--------------------
[ b]Special Abilities[/b]
--------------------
Aura of Courage +4 morale to allies within 10 feet vs fear
Lay on Hands (11/day) 3D6 heal or
Nimbus of Light (SU) while in this area all allies receive a +1 morale bonus to AC, attack and damage rolls, and saving throws against fear for 1 minute.
Favored Terrain (EX) (Underground +2)

I have some gold left to spend and will do so quickly if selected. He is a repurposed character from a now defunct game, but if no one selected also has access to teamwork feats, then I will drop the Holy Guide aspect (it was useful in the other game) and take up the following two mercys: Sickened and Diseased.


Hi GM Zorblag! Here's Archlich, with the trapper ranger / druid I talked about. I hope you like him. Please feel free to let me know any questions or concerns you might have! Cheers


I just realized that in my hurry to get the crunch up for review, I forgot to add background, etc.:

More on Bolden Kirst:
As a young man looking for a future, Bolden wandered into an oft unused temple within Bard's Gate, the Church of the Divine Right. One day, he had a revelation that a future in service to the declining church was his destiny. Found to be too restless for the clergy, he was referred to the declining ranks of Paladins for a squireship. Never one to settle, he actually excelled at the teachings of the church under the purview of its warrior arm. Over the years, Bolden was inducted into the ranks and given missions, all of which he completed no matter the difficulty. Along the way, he found himself at odds with more undead foes than any other and drifted toward an affinity to skills and equipment to assist against his unrelenting foes. Now, the church has before him a mission of no small importance and one which will embolden his faith, unfracture the church, and change his life as he heads north into a barren wasteland known simply as The Desolation.


So, I don't have all the fluff done yet, but I wanted to get some initial info submitted anyway. Basic idea is that Bannog here wants people to think he is a great wizard, when in reality he has some nice ability as a kineticist and a few other tricks to fake it. His familiar, Caer, is a rabbit (for pulling out of hats, of course), that is a Sage familiar trained in all knowledge skills and a fair bit smarter than Bannog. Caer uses the fact that the rabbit can only speak to him and not to others to pretend that any knowledge actually comes from him (the super smart wizard) instead of the rabbit.

I'll work on getting all this more formalized into a solid back story, but wanted to get the idea and the crunch out there for any initial feedback. Thanks!

Bannog the Great and Powerful:

Bannog the Great and Powerful
Goblin aerokineticist 7 VMC wizard
CN Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 size)
hp 80 (7d8+42)
Fort +11, Ref +10, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Spell-Like Abilities (CL 7th; concentration +6)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, kinetic blade, thundering infusion (DC 18)
. . Blasts—electric blast (4d6+2 electricity), telekinetic blast (4d6+9)
. . Utility—air cushion, air's reach, basic aerokinesis, basic telekinesis, telekinetic finesse, wings of air
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 20, Int 10, Wis 12, Cha 8
Base Atk +5.25; CMB +8; CMD 18
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Wild Talent[OA], Power Attack, Precise Shot
Traits child of the streets, trap finder
Skills Acrobatics +10, Disable Device +17, Disguise -1 (+9 to appear as a plainly dressed Small human child, adult halfling, or adult gnome), Fly +16, Perception +22, Profession (Magician) +11, Sense Motive +3, Sleight of Hand +15, Stealth +15
Languages Goblin
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (aether), finesse weapon attack attribute, forewarned, gather power, infusion specialization 1, internal buffer 1, prescience (3/day), specialized school (foresight[APG])
Combat Gear cloak of the hedge wizard (divination)[UE]; Other Gear mwk mithral chain shirt, cap of human guise[ARG], eyes of the eagle, handy haversack, heavyload belt[UE], belt pouch, blanket[APG], masterwork thieves' tools, trail rations (5), waterskin, 744 gp, 1 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Electric Blast (Sp) Level 3; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (3/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Thundering Infusion (DC 18) Blast deafens its targets
Wings of Air (Sp) You are constantly under the effects of fly.

Caer the Mighty:

Caer the Mighty CR –
Rabbit (sage) (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 40 (1d8-1)
Fort +4, Ref +8, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +10 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 9, Int 12, Wis 12, Cha 5
Base Atk +5.25; CMB +6; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Stealth +15
Languages Common (can't speak); speak with animal (same kind only), speak with master
SQ empathic link, finesse weapon attack attribute, sage’s knowledge +3
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

Grand Lodge

The build just isn getting under the wire at 7. I really like the build but it just doesn't work at 7 no matter how much I flip it. Time to do a different build and leave this one for another day.

Silver Crusade

I'm afraid I have to respectfully withdraw due to being invited into a new campaign, possibly a second, and not being familiar with this setting. I had no inspiration for the character other than the mechanical build and I don't think that'd make for a good experience for the others. Good luck and have fun!

Grand Lodge

I lied and figured out Jonathan after all please see my submission still working but it's basically done.

Grand Lodge

Hey GM when you VMC can you use a archtype or just the straight class? Like if I VMCd barbarian could I use urban barbarian for the dex bonus?


Sorry everyone, it's turned out to be a surprisingly hectic week IRL on my end so I've been letting this slide some.

@Thedmstrikes, that looks good! Right now I don't think there's any other investment in teamwork feats in the party, but tweaking a few things once things get going would be just fine.

@Zeebu, looks good there as well.

@Dwilhelmi, sounds like a fun build and mechanically everything looks fine at a glance!

@Jonathan Artis, the VMC bonsus are pretty specific and not tied to archetypes, so the barbarian's rage would be the standard rage rather than an archetype version. Past that I'm glad you got a build you're happy with!

Silver Crusade

dotting. I love Rappan Athuk, one of my favorite tester dungeon. If a character can survive it, it can survive most things. So anything in a similar vein as it/feel as it/setting strike my fancy.

Not sure about class atm, debating between barbarian, investigator and alchemist at this point. I'm also considering a ranger of sorts. Though I'm leaning towards investigator (empircist) as I haven't gotten a chance to really play one.

Silver Crusade

also, question, are bracers of armor still a thing in ABP? I would think so, but I wanted to be sure.


BTW a couple small errors in my submission. Dex to AC should be 4, AC from buckler should be 1. (There was an earlier version where I’d taken Shield Focus).


I would like to present Warren Connery for your inclusion. He is a fighter wielding a two bladed sword that can sneak and disable traps.

Silver Crusade

hmmm. Still trying to settle between a barbarian or investigator.

Question-

Are we using unchained or chained barbarian?
And-

If chained, Would you be open to making the temp HP chained barbarians gain lost first? (effectively, they get Temp HP like the unchained, with the same caveat of not being to "refresh" it.)


@rorek55, Bracers of armor just provide a bonus to AC, so they do not exist under ABP. I'd probably prefer the unchained Barbarian for simplicity, but you're welcome to build and submit either one (it's not a strong preference.) For the HP, that's one of the reasons that I prefer the unchained barbarian. If you really want to go chained we can talk about it.

@trawets71, sounds good!

@everyone, sorry again for not being more about this week. I'm hoping to finish up the process of adding party members by the end of the weekend, so let's go with a deadline of Saturday evening and then I'll make selections on Sunday and we'll move on from there!

If anyone has any other questions do be sure to ask!

Silver Crusade

I like some things about what they tried to do with the unchained barb, but others I don't.

I'll mull over things today, decide if I would rather play the barb or try a crypt breaker alchemist, and finish things up. Thanks for the answer. If I do decide to go with the barb, I'll go for unchained since its your preference, if only minor, as I've not actually played with it yet.

Also- the only reason I asked about bracers is due to the fact it replaces actual armor entirely, doesn't stack with it so was curious.


Yeah, I would rather expect bracers to still exist since they provide an armor bonus, from a wrist slot, not an enhancement bonus to armor (which is what ABP provides).

Personally I run with silken ceremonial armor (in the rare cases I make a caster) much of the time in ABP since it has no armor check penalty or spell failure chance, and can soak up all those ABP bonuses you will be getting.


Groff the glib wrote:

Yeah, I would rather expect bracers to still exist since they provide an armor bonus, from a wrist slot, not an enhancement bonus to armor (which is what ABP provides).

Personally I run with silken ceremonial armor (in the rare cases I make a caster) much of the time in ABP since it has no armor check penalty or spell failure chance, and can soak up all those ABP bonuses you will be getting.

And throw on a mithril buckler as well, for those levels in which ABP gives bonuses to armor and shield AC.


Zorblag wrote:
@Zeebu, looks good there as well.

Thanks GM! Keeping an eye here in case you need any answers or needs me to change anything. :)


As they've come up both here and in the discussion tab I'm going to address Bracers of Armor here to cover both the topics.

The simple response is that Bracers of Armor are a magic item which just provide an AC bonus, so by default ABP does not allow them (it doesn't specify type of bonus when it removes items from the game.)

A more nuanced discussion would be to note that in the standard game, while Bracers of Armor are technically adding an armor bonus to AC rather than an enhancement bonus to armor's bonus to AC, they're actually acting mostly like the enhancement bonus does otherwise. The cost is the same as the cost would be for enhancement bonuses, they stack with other armor bonuses you might like to add the same way enhancement bonuses would (if you want to add some other armor ability to the bracers it interacts just like it would with enhancement bonuses to normal armor,) and in the base game there's no way to stack an enhancement bonus on top of the armor bonus they're providing. Bracers of Armor are in most ways just AC 0 armor with an enhancement bonus that's been called an armor bonus instead.

Even if Bracers of Armor existed in the game, attuning to them with the ABP armor bonus wouldn't be reasonable; it would be strengthening the item from the base game by allowing an enhancement bonus that wouldn't normally be allowed.

I am fine with treating normal clothing as AC 0 armor (that doesn't count as armor for interaction with things like Monk abilities,) and letting people attune to that with the ABP. I'm even fine adding other armor properties to normal clothing and adding capacity if you'd like. Bracers of Armor on their own though won't be in the game.

Silver Crusade

Would we be allowed to retrain feats at later points?


Here is my submission, I decided on making a front line fighter, He is a fairly tanky barbarian even while raging(he gets tankier during rage! wow! haha). He has good saves for the tougher fights, but functions decently well outside of rage.

He has a decent Know. Nature, perception, and is good at most physical skills (climb/swim/acrobatics/stealth etc) even in his armor. Though getting/"crafting" mithril armor is a primary goal in the near future.

He's more or less a merc that's interested in both the potential wealth, and the potential trial's of prowess and tests of skill that the area provides. He has no qualms about speaking his mind or giving insult, though his time as a servant did teach him some minor discretion in this regard. Contrary to his general demeanor and vibe he is renowned for keeping his "contracts". Though if the contractee gives great offense to Arrack's sensibilities (honestly, a hard thing to do) or greatly insults Arrack personally he has no qualms about "renegotiations".

At this time, he is NN with CN tendencies, but I could see him eventually going CG. Though that honestly depends on how things play out in game.

His crunch is, mostly finished. I'm still purchasing some equipment, and I'm not entirely sure on his feat selection, but nothing big will be getting changed.

I have his crunch in a mythweaver sheet (link in profile) however if you desire I can transplant it into different formatting.

Arrack's Appearance


@rorek55, retraining feats should be fine, sure. I can work with the character sheet over on mythweaver just fine though it looks like you're using the heirloom weapon trait with an exotic weapon which doesn't work unless there's something else going on I'm not seeing.


No no, thats my bad. I've never used it in this manner before, and I honestly didn't realize It didn't work. I'll just swap it out and downgrade to a greatsword. Not that big of a loss in this build, as I don't plan to be vital striking primarily. Thanks for the heads up.


OK, made some item purchase tweaks and wrote up more detail on backstory and whatnot. Thanks!

Appearance:

Bannog is a short and stout goblin, at a height of just under 3 feet but looking very solid. When he looks at you, he often tilts his head slightly to the side like a dog who has heard an interesting noise, and his ears flop about to match the dog look. He is usually showing a toothy grin, and his beady yellow eyes focus on you with his full attention. He wears a vulomtuous wizard's robe that tends to flop down past his hands, almost looking like a child playing pretend in an adult's robe. Out of one of the deep pockets of his robe pops out the white furred head of a beautiful white rabbit, wholly inconsistent with the offputting ugliness of the goblin that holds him.

Background:

Bannog liked to pretend he was a wizard, even though he was nothing of the sort. Do you know how hard it is to become a goblin wizard? Even for a goblin of above-average intelligence (for a goblin), it just seems to be a joke to most people. Well, Bannog didn't need their fancy schools and their books and their learning. Right from the beginning of his career he was able to lob lightning bolts left and right, without ever having to study a scroll. Nobody believed a goblin could be a wizard (and by and large, they are right), but that didn't mean that Bannog couldn't act like a wizard. So he took the tricks he knew and tried to expand on them, adding in all sorts of fun things with air manipulation, and eventually even took to the sky. And he somehow managed to win the loyalty of Caer, a familiar of above-average intelligence (for anybody) who for reasons far beyond any understanding became loyal to a pretend wizard goblin. Once Bannog and Caer had made enough money, they added in certain magical items that completed the look, and by and large became an almost-believable wizarding act. Now he, his floppy ears, his pointy hat, and his fluffy rabbit were going to take up the call to be a Hero Wizard and go into the dark lands and make them not-dark. After all, he didn't call himself Bannog the Great and Powerful for nothing!

Schtick:

Bannog is a trap finder and can disarm traps anywhere within close range with telekinesis. He is also a ranged striker with both an electric and a bludgeoning ranged option. He also gives some decent utility, and I tried to mix up some various other handy abilities in there.

Bannog the Great and Powerful:

Bannog the Great and Powerful
Goblin aerokineticist 7 VMC wizard
CN Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 size)
hp 80 (7d8+42)
Fort +11, Ref +10, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Spell-Like Abilities (CL 7th; concentration +6)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, kinetic blade, thundering infusion (DC 18)
. . Blasts—electric blast (4d6+2 electricity), telekinetic blast (4d6+9)
. . Utility—air cushion, air's reach, basic aerokinesis, basic telekinesis, telekinetic finesse, wings of air
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 20, Int 10, Wis 12, Cha 8
Base Atk +5.25; CMB +8; CMD 18
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Wild Talent[OA], Power Attack, Precise Shot
Traits child of the streets, trap finder
Skills Acrobatics +10, Disable Device +17, Disguise +9, Fly +16, Perception +17, Profession (Magician) +11, Sense Motive +3, Sleight of Hand +15, Stealth +15
Languages Goblin
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (aether), finesse weapon attack attribute, forewarned, gather power, infusion specialization 1, internal buffer 1, prescience (3/day), specialized school (foresight[APG])
Combat Gear cloak of the hedge wizard (divination)[UE]; Other Gear mwk mithral chain shirt, hat of disguise[ARG], handy haversack, heavyload belt, quick runner's shirt, belt pouch, blanket[APG], masterwork thieves' tools, trail rations (5), waterskin, 1,244 gp, 1 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Electric Blast (Sp) Level 3; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (3/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Thundering Infusion (DC 18) Blast deafens its targets
Wings of Air (Sp) You are constantly under the effects of fly.

Caer the Mighty:

Caer the Mighty CR –
Rabbit (sage) (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 40 (1d8-1)
Fort +4, Ref +8, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee bite +10 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 9, Int 12, Wis 12, Cha 5
Base Atk +5.25; CMB +6; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Stealth +15
Languages Common (can't speak); speak with animal (same kind only), speak with master
SQ empathic link, finesse weapon attack attribute, sage’s knowledge +3
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.


Had some spare time and completed the sheet for Boldan:

Bolden Kirst:
[ b]Bolden Kirst of the Church of Divine Right[/b]
Male Human Paladin (Warrior of Holy Light) 7
Lawful Good Medium Humanoid
[ b]Init [/b]+2; [ b]Senses [/b]Normal; Perception +6
[ b] Aura [/b]Good; +4 morale to allies within 10 feet vs fear
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[ b]Defense[/b]
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[ b]AC [/b]20, touch 13, flat-footed 18 (+7 armor, +1 Deflection, +2 Dex)
[ b]hp [/b]64 (7D10+7 plus 7)
[ b]Fort [/b]+12, [ b]Ref [/b]+10, [ b]Will [/b]+10
[ b]Immunity [/b]Disease; Fear
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[ b]Offense[/b]
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[ b]Speed [/b]30 ft.
[ b]Ranged [/b]
[ b]Melee [/b]Greatsword +1 Bane (Undead) +11/+6 (2D6+6/19-20x2) +13/+8 (2D6+8+2D6/19-20x2){vs undead}
[ b]Melee [/b]{power attack} Greatsword +1 Bane (Undead) +8/+3 (2D6+15/19-20x2) +10/+5 (2D6+17+2D6/19-20x2){vs undead}
[ b]Melee [/b]Touch +9/4 (LoH/x2)
[ b]Special Attacks [/b](4/day) Smite Evil (+5 to hit, +7/14 damage), (11/day) Lay on Hands (3D6 vs undead)
[ b]Spell-Like Abilities [/b](At Will) Detect Evil
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[ b]Statistics[/b]
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[ b]Str [/b]16, [ b]Dex [/b]14, [ b]Con [/b]13, [ b]Int [/b]11, [ b]Wis [/b]8, [ b]Cha [/b]20
[ b]Base Atk [/b]+7/2; [ b]CMB [/b]+10; [ b]CMD [/b]22
[ b]Feats [/b]Combat Reflexes, Extra Lay on Hands, Extra Smite Evil, Furious Focus, Outflank, Vital Strike
[ b]Traits [/b]Sacred Conduit, Armor Expert
[ b]Skills [/b]Climb (4), Diplomacy (9), Handle Animal (9), K. Religion (10), Lore (Church of Divine Might) (7), Perception (6),
P. Soldier (9), Ride (6), Sense Motive (4), Survival (3), Swim (4)
[ b]Languages [/b]Common
[ b]SQ [/b]Channel Positive energy (3D6 DC 20), Divine Bond (Greatsword), Divine Health, Mercy
[ b]Other Gear [/b]Mithril Breastplate +1, Masterwork Backpack*, Belt Pouch', Ink', Inkpen', Grooming Kit*, Bedroll*, Messkit*,
Waterskin*, Trail Rations (10)*,Waterproof Bag*, Wayfinder with Cracked Dark Blue Rhomboid Ioun Stone
[ b]Mount [/b]Combat Trained Light Horse, Bit and Bridle, Riding Saddle, Saddle Bags (2 days feed)
157 Gold'
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[ b]Special Abilities[/b]
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Aura of Courage +4 morale to allies within 10 feet vs fear
Lay on Hands (11/day) 3D6 heal or
Nimbus of Light (SU) while in this area all allies receive a +1 morale bonus to AC, attack and damage rolls, and saving throws
against fear for 1 minute.
Mercies: Sickened, Diseased; can apply one as part of a pay on hands use

Add into the background: at one time when he approached the makers of Wayfinders with a proposition. Having found an Ioun stone, he was seeking a way to use the power of the stone with a lesser risk. When he learned of the side effect provided by his particular stone while combined with the Wayfinder, he accepted a risky quest in exchange for the item and has vanquished yet another undead abomination from Lloegyr forever.

I have also outfitted him with a horse to travel easier and removed the Holy Guide archetype.


OK, I think that the submissions are as follows:

Grumbaki Ghorza Thursisdottir Half-Dwarf Warrior
psionichamster Erkor Hobgoblin Ranger
BelacRLJ Auleth Maraine Human Inquisitor VMC Rogue
Thedmstrikes Bolden Kirst Human Paladin
Archlich Zeebu Half-Orc Druid/Ranger
dwilhelmi Bannog the Great and Powerful Goblin Kineticist
Baron Robber Jonathan Artis Human Skald
trawets71 Warren Connery Human Fighter
rorek55 Arrack the Wolf of Thule Human Barbarian

If I'm missing anyone do let me know! Thanks everyone for taking the time to put your character together!

I'm running a bit behind the schedule I wanted to, but I'm going to start taking a look at them and I hope to have invitations to send by tomorrow morning at the latest.

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