The tomb

Game Master loc

An artifact has been stolen from the city of Caliphas in the country of Ustalav. The prince has personally reached out by letter to adventures to assist in recovering the stolen artifact. You are one of the lucky few chosen to embark to retrieve it.

https://app.roll20.net/campaigns/details/14116303/the-tomb


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Dark Archive

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Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

Dotting here (and in gameplay, dotting and deleting) to get this on my campaign tabs. Getting excited!


Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

There seems to be a dot missing. I wonder where it could be?


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

The dot is a lie boss
its actually a squigly eating itself

I just decided to use this profile anyway instead of making a new one.

EDIT
As always I forgot languages!
GM any suggested ones, that we would be aware of going in? Otherwise I"ll opt for the usual for an archive/abby in my stories.


Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

Considerin' we're goin' ta Ustalav, I recon the locals speak the common tongue.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

This is true~

also finalized the character fully. I hate having low stats but I really wanted to get a specific thing going. Since it was a one shot I did get a low stat.
(I will be working on editing the actual look of the stat blocks though. And adding things like reference formulas, hot links to spells, healer hand's effects, etc)


Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

The Pathfinder Wiki lists Common (Taldane), Skald, and Varisian as the three primary languages of Ustalav. It's reasonable to suggest that Necril could be useful as well, but you might need a good in-character reason for knowing it (since it's strongly associated with the Whispering Way).

I chose my languages by going to the languages pages and searching for "Tian Xia", then pulling up a map and working my way through Lie's backstory to figure to where he had traveled and would would have been useful to pick up. For instance, "On the continent of Tian Xia, Vudrani is the most commonly spoken foreign tongue." Sooo he knows Vudrani. Even if it never comes up, it makes sense that he would know it.

And even though it might be useful for the game, he has no good reason to know either Skald or Varisian. So he doesn't.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I went with common and thassolian. The latter being a language learned in his back stoory. It was that or the pathfinder sign language.
Actually fair tempted to rejigger my skill points to get linguistics to snag a sign language. I love me that


Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

Griswald knows Taldane, Elvish, and Halfling, mostly from growing up in Magnimar. The Varisian tongue, he couldn't quite get the knack of, so he learned Elvish. Plus the writing looks great on parchment for contracts. Some could say, it makes quite the border pattern.


halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

I decided to go with Shaman 5 / Stargazer 2.
Will update the profile today, or Saturday latest.

Are we doing background skills?


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I do not beleive we are.


Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

I don't believe so, otherwise I'd have a lot more skills, lol


Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

Right, no background skills afaik, though if we did I would probably just pump the background skills I already put points into instead of diversifying. You don't want the guy in full plate trying to pick locks.

The Occultist: *flexes gauntleted hand* "Step aside, rogue. I've got this."

1 Dex, -5 armor check penalty, max ranks = +6

The Rogue: "I was better at this than you when I first started!"

---

@Bruce: Just making sure that you saw the fluff around Stargazer: you have to worship Pulura and be either NG, CG, or CN instead of TN. Also, what a cool prestige class! I only bring it up because d20pfsrd doesn't have all the information like AoNPRD does, and people use different sources during character creation. I'm really glad you're joining us!

---

Also I am very deliberately not picking up halfling despite having two halfling members in the party because I think it's going to lead to some shenanigans where the two of you can chat about Malik and Lie without us knowing.

And I love having characters with sign languages. But you have to make sure that they're the same language, otherwise they'll be mutually intelligible. I played a deaf character in a Strange Aeons game for a while, and he was excited to meet another deaf person only to realize that they couldn't understand each other.

Dark Archive

Getting the first post out now. Most likely there will be a single level up in the middle of this dungeon as well.

NO background skills for right now. I find those work best in long-form campaigns.

And yeah for Stargazer Bruce you will need to lean towards one of the alignments but I'm not a huge alignment lawyer. Long as you aren't murdering babies or selling everything you own to open an orphanage I usually will not pay to much attention to your "true alignment."

I'll leave language recommendations as a surprise as well.


Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

So are we moving ahead with four then?

Dark Archive

Oh, I had forgotten that Eliphas had completely bowed out. I just put a note incase meow wants to join us. If so, then we can start things once they are all ready.

That's my fault. This is my first online game so I'm still trying to keep all the moving parts in track. I have 10 years of DMing experience but none with the fourm.


Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

Congratulations and welcome! I'm always happy to give GMs new to PbP a fair shake (and some assistance)!

Just let us know what sorts of things would help you keep our ship sailing smoothly.


halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

I have a question regarding the Stargazer.

Quote:
Mystery Magic (Ex): At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes.

Would you rule that this also works with my Shaman levels? Especially, when I have hexes that are also witch hexes? (Evil Eye and Cackle)

Dark Archive

Yeah it's a change of pace. I've run through rise of the rune lords, carrion crown, strange aeons, shattered star, and half of the ruins of azlant with my home group. Played some society play-by-post on here to, but never tried to run it. This is my first custom dungeon where I made the maps and basically everything by scratch so I thought it would be fun to run it for some people outside my friend group.

And yeah I would say they can stack, that makes the most sense.


halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

so, crunch is done.
(consumables and familiar stats missing)

Background will be filled out later, too.


Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

If Meowvelous is wanting to build something to patch any party weaknesses, we don't currently have much in the way of Knowledge (dungeoneering) or Knowledge (local). Our Diplomacy is good, and our Bluff is decent, but we're not very intimidating...with words, that is. There are plenty of ways that monsters will be scared of us as we cut them to bits. Bruce is also the only tracker of note.

Otherwise it looks like we have most of the party roles fairly well sorted out.

  • Blasting: Bruce, Malik
  • Defending: Lie
  • Face: Lie, Bruce, Griswald
  • Healing: Bruce, Malik, Lie (selfish only)
  • Library: Lie, Bruce, Malik
  • Scouting: Griswald, Malik
  • Striking: Lie, Griswald
  • Support: Bruce, Griswald, Malik, Lie
  • Utility: Bruce, Malik, Lie


  • HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    I had pondered trying to fit in Enforcer and Intimidate into the build. Difficult when 2 feats to healing type. and 3 feats to making the whip damage. Plus Human alt trait for proficiency in some stuff.

    Although if we aren't worried about ability damage or healing as much. I could move over towards Intimidate pretty easy. I can take lesser restore as a 2nd lv slot. but way less ability damage healing that way.
    I've also never made an intimidation build so that also sounds interesting enough. Plus it would just be more debuff riders.

    Although actually I could spend 4k on Training for Enforcer with my current build. No skill unlock for intimidate, which seems pretty strong-but I don't actually do that much damage in the first place.Actually don't know much about intimidate in general~


    Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

    No skill is *necessary*, and you shouldn't feel like you have to do something your build isn't meant for. I could easily switch a trait into Bruising Intellect and be Intimidating instead of diplomatic, but it's not how I envision Lie.

    Also most Undead are immune to fear effects, so it's probably not an effective tactic.


    halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
    Active Spells:
    False Life (14 temp hp), Heightened Awareness, Protection from Evil

    Omg, you put me in so many categories. As a prepared caster with wandering spirit, I am quite flexible, but I can only do one thing at a time. And the only thing I really focus on is summoning melee bruises.

    As I see it, I should probably focus more on blasting than on support spells. I'll switch my default wandering spirit to flame then.

    And Healing Hex was a good choice, I see :)


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    Eh nothing is needed. But. I am thoroughly enjoying trying a builds I've never gotten to play before~ So regardless that is fun. Good point on undead though, which given history means he wouldn't be good at that anyway~

    Healing Hex is one of my absolute favs. There was a funny moment in a previous game. City full of people hurt, sick, or otherwise....
    well... Who has life link and a healing hex!? Me!
    Heal the city!

    got exhausted from it though.

    sidenote: Meow is my friend but i havne't asked them anything about whatever build they're looking at. I think it was a sorcerer. but i'm not sure what style.
    I probably should shoot them a line and see if they looked at the GM's second post.


    Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

    Brb, adding Bruce to the Defending and Striking bullet points.

    Hey it's awesome to have someone who's flexible!

    Please do reach back out to Meow!


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    I find high value in flexiability. I like being the gapfiller kind of character. Its fun to have options!

    as a note. I updated my sheet w/ hot links and such on spells and will start adding more notes here and there.
    I did drop detect magic though. I have no points in spellcraft, and his shattered soul magic isn't normal magic (backstory stuff).

    and I sent off a message~


    Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

    I haven't played a proper, non magical rogue above 2nd level, so I figured I would do that and help with smuggling things.

    Taking an Oil of Invisibility, and a Pathfinder Pouch are two big things for Griswald. If he feels he can't hide his knives well enough, into the pouch they go, and if something needs smuggled past guards, he can pour the oil over the item and carry it out without too much issue.


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    Griswald doesn't know it yet, but Malik does have invisbility spell~


    ♀ Potato Cat π

    I... kinda fell asleep at my computer partway through doing some work tonight. Sorry for the delays.

    I have a partially finished Mythweavers sheet for Matilda (https://www.myth-weavers.com/sheet.html#id=2696179), but still need to move her stats over here for easier tracking of stuff.

    As a note, I'm taking the "Fire In The Blood" and "Efreeti Magic" racial abilities. Former gives me a little bit of flavorful healing if exposed to fire, and the latter gives my choice of a 1/day reduce/enlarge person on any target.


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    I can help you format for Paizo after I get home from work then.


    Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

    Mythweavers has a great feature for generating an NPC-like statblock.

    All of my aliases are also formatted like NPC starblocks. You can copy and paste any of them to suit your needs, or I can generate an empty one for your use later.


    Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

    I could do a hero lab import as well if you want.

    You have options Meow, lol


    1 person marked this as a favorite.

    Feel free to copy and paste this into your new alias. I have put a space in front of the formatting text, so you can do a find a replace all of "[ b]" and "[ i]" without the space too quickly fix it. The closer that a statblock in your alias resembles what the GM is used to looking at (see here for an example), the smoother (in my experience) the game can run.

    [ b]Character Name[/b]
    Race Class Level
    Alignment gender size type (subtype)
    [ b]Init[/b] +; [ b]Senses[/b] ; Perception +

    --------------------
    [ b]Defense[/b]
    --------------------
    [ b]AC[/b] , touch , flat-footed (+ armor, + shield, + Dex, + natural, + deflection, + dodge)
    [ b]hp[/b] (d+)
    [ b]Fort[/b] +, [ b]Ref[/b] +, [ b]Will[/b] + (circumstantial modifiers)
    [ b]Defensive Abilities[/b]

    --------------------
    [ b]Offense[/b]
    --------------------
    [ b]Speed[/b]: ft. ( ft. in armor)
    [ b]Melee[/b]: +/+ (d+/x)
    [ b]Ranged[/b]: +/+ (d+/x)
    [ b]Special Abilities[/b]:
    [ b]Spell-Like Abilities[/b] (CL th)
    1/day—[ i][/i] (DC )
    [ b]Class Spells[/b] (CL th; concentration +)
    2nd (/day) [ i][/i] (DC )
    1st (/day) [ i][/i] (DC )
    0 (at will) [ i][/i] (DC )

    --------------------
    [ b]Statistics[/b]
    --------------------
    [ b]Str[/b] , [ b]Dex[/b] , [ b]Con[/b] , [ b]Int[/b] , [ b]Wis[/b] , [ b]Cha[/b]
    [ b]Base Atk[/b] +; [ b]CMB[/b] +; [ b]CMD[/b]

    [ b]Feats[/b]:
    [ b]Traits[/b]:
    [ b]Skills[/b]:
    [ b]Languages[/b]:
    [ b]SQ[/b]:
    [ b]Gear[/b]:

    --------------------
    [ b]Special Abilities[/b]
    --------------------
    Copy, paste, and hyperlink as you need/the GM requests.

    Here's what it looks like with proper formatting:
    Character Name
    Race Class Level
    Alignment gender size type (subtype)
    Init +; Senses ; Perception +

    --------------------
    Defense
    --------------------
    AC , touch , flat-footed (+ armor, + shield, + Dex, + natural, + deflection, + dodge)
    hp (d+)
    Fort +, Ref +, Will + (circumstantial modifiers)
    Defensive Abilities

    --------------------
    Offense
    --------------------
    Speed: ft. ( ft. in armor)
    Melee: +/+ (d+/x)
    Ranged: +/+ (d+/x)
    Special Abilities:
    Spell-Like Abilities (CL th)
    1/day—spell (DC )
    Class Spells (CL th; concentration +)
    2nd (/day) spell (DC )
    1st (/day) spell (DC )
    0 (at will) spell (DC )

    --------------------
    Statistics
    --------------------
    Str , Dex , Con , Int , Wis , Cha
    Base Atk +; CMB +; CMD

    Feats:
    Traits:
    Skills:
    Languages:
    SQ:
    Gear:

    --------------------
    Special Abilities
    --------------------
    Copy, paste, and hyperlink as you need/the GM requests.


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    Heck I might snag that format too haha


    Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

    It's a great format, and if I didn't have a program to already help with the BBCode for pf1, I'd definitely use it.

    Gonna take it as it could be useful later on though!


    ♀ Potato Cat π

    I'll give that template a try, thank you. ^-^


    ♀ Potato Cat π

    Okay, sheet finished (aside from assigning a few mundane goods). Just working on importing it to the forums now before bed.


    ♀ Potato Cat π

    I can't figure out how to add an alias to the campaign. Anyone have some advice?


    halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
    Active Spells:
    False Life (14 temp hp), Heightened Awareness, Protection from Evil

    you need to post with the Alias in the gameplay thread.
    We all did that and then deleted the post to keep the thread clean (which is purely a cosmetic choice and actually not necessary)


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    Weird question.
    Did they re-change heirloom weapon trait?
    Originally it was proficiency in any weapon of that specific herloom type. They realized folks used that for whole categories and not 'that specific one' and just removed it entirely. This was what I knew last.

    but now it does give proficiency but only that specific one, and its worded as such better than last time.

    Any of you know when they changed it back?

    Also @GM. Question. Would this allow me to get proficiency with my Phantom Blade archetype's phantom blade style - Whip ? The trait fits his backstory pretty decently. It would save me a feat on proficiency too. Might be able to fit in slashing grace at that point. It is only ever the specific soul shard whip he makes, but that also is not something he can loose or break (long term, can be stopped for 24 hours though).

    Off hand I don't think it works but it would be neat.


    50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB

    Okay, getting stuff set up now. Got a basic statline too, even with some bugginess on my end. ^_^;


    50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB

    Got it imported! And it's looking very nice. Also included some brief explanations of stuff like class abilities. Wishcrafter has some delightfully unusual mechanics. :D


    halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
    Active Spells:
    False Life (14 temp hp), Heightened Awareness, Protection from Evil
    Matilda Colebrooke wrote:
    Got it imported! And it's looking very nice. Also included some brief explanations of stuff like class abilities. Wishcrafter has some delightfully unusual mechanics. :D

    uh, nice. If you're going to use Ice Spear, then I need to prep Winter's grasp, which I was considering already. Now, I have to.


    Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

    A magical Slip 'N Slide! This is gonna be fun!


    Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

    "I wish to be healed by devil blood."
    "I wish for this enemy to die on a slip and slide!"

    ---

    Matilda, quick note that Mage Armor only applies to AC, not CMD.

    I will also point that out that while Admonishing Ray is an awesome spell for nonlethal crowd control, that undead are immune to nonlethal damage. Scorching Ray might work better with most of our likely enemies.

    Also, if you're picking up rope trick, I might grab a different 2nd-level transmutation spell (tbd).


    Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter

    If someone has a good UMD, we could get a scroll or two of Nap Stack I believe, which pairs well with rope trick.


    Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)

    How does a +18 UMD suit you, Griswald?

    Strongly considering a new (to me) spell: Ropeweave. That or Versatile Weapon, but Ropeweave looks like more fun.


    HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

    Did the GM state its mostly undead?
    Although it is called "the tomb" I just realized haha.

    Ropeweave is really fun. I do have a lot of rope~ Over time anyway not all at once.

    Dark Archive

    I am ok with the heirloom weapon giving proficiency in that whip.

    Also, it looks like all the characters are set and ready to go!

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