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

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.

This is going to be a small home-brewed one-shot I am looking to playtest a bit. This will be my first time running a game through play-by-post so it will be a bit of a learning experience.

Charecter Creation:

Level 7
25 point build
Avearge wealth for a 7th level charecter.
If you takea craft feat, you can craft one item per craft feat for half price.
All races are open but the more broken, the less likely I will accept it.
Paizo products only, no 3rd party.
Fire arms emerging
max HP 1st level, half+1 for the rest.
All Alignments are allowed but play nice and no party killing.

This is designed to be more dealy then usual so be aware that you may have to make a new charecter if you're current one dies.
This game is set to last a couple months tops but I do request our players try to post at least once a day. If you ghost for a day I will usually take over for a post with what seems like the most obvious course of action in combat.
I'm pretty friednly as a DM. Ran shattered star, rise of the rune lords, carrion crown and strange aeons for my real life tables. Been playing since highschool.

I'd like a little back story for each charecter, as much as you would like to write. If you want a novel, go for it. If you want a little blurb about your charecter and why they are a adventuer, thats fine to. Feel free to ask any questions as well. I have 5 spots open.
I will keep requirtment open until Tuesday the 13th at midnight eastern time.


I'll see what sparks some joy :)

Are you willing to give some idea as to what the adventure entails? i.e. are we talking Social? Dungeon? Wilderness? a mixture of it all? No worries if not, it just might help steer.

L

Dark Archive

Sure! This is going to be more of a dungeon crawl. Once you have entered there will be some small socializing but more focused on survival. A variety of traps, puzzles, and monsters will be present. If anyone goes towards favored enemies I can help kinda steer towards what will be useful.

RPG Superstar 2010 Top 32, 2011 Top 4

Dotting for interest!

Grand Lodge

I'll dot in interest for this. Thinking of an Arcane Trickster build... Or a scouting type of kineticist build.

Grand Lodge

dot...

Dark Archive

Thanks for your interest! I will probably push out the deadline as well if we need more people as well.

Grand Lodge

regarding favoured enemies, any hints? might go with an infiltrator ranger or possibly an inquisitor..branch out of my normal style...

Dark Archive

Spooky is the name of the game so undead, aberrations, and the like would fit the bill.

Grand Lodge

figured as much...k..cool...will work on something tonight

standard 2 traits?

Dark Archive

Correct standard 2 traits, you can take a drawback as well if you would like a 3rd.

Grand Lodge

Nice, so I switched up to be mainly a Unchained Rogue/Ranger mix. I should have a character concept up later today.


Here is Griswald! Now to make an appropriate backstory for him!


Submitting my own character, Harolde. He's still got a few minor details I'm working on, his traits and I'm still measuring out his gear, but he's 95% complete, I'd say.

Because it's a Halloween adventure, you gotta have a Dr. Frankenstein analogue.


I am brewing up a dhampir haunt collector occultist mortal usher who will serve as a brooding, quiet frontliner of destruction.


I'd love to poat a spiritualist later tonight.

Half of a d8 is 4? Or is static probability of half 4.5? Asking as that results in a little more ho every two levels.

Neat topic


Excuse the previous typos via touch screen phone at work.

Character in progress:
Phantom Blade Spiritualist.
Will be dex based, taking the Chain/Dance of chain feat line. Resulting in a one handed dex to hit, dex to damage, reach (on my turn only) chain whip. Will be able to spell cobmat or spell strike with it as well. Mainly debuffs, spell choices are also leaning towards some utility and debuffs. Depending on Gold-which I have not looked at yet much, i'm hoping to snag one of the items to increase range. So occasionally 15ft reach.
I might pick up Healer Hands to help be an off healer for not in combat.

It will not be meant as a front line brawler, more a midline back up sort of dealio.
It will be flavored as shards of the soul due to the backstory.

I basically have this character built already, but I need to recalculate for level 7 instead of level 10.
----------------

It sounds like a dungeon crawl like adventure. is this the type of dungeon crawl that invovles sleeping in the dungeon-i.e. chasing the missing goods through difficult areas, sleeping there etc. Or is it more RPG style, dungeon diving and returning?
Mainly asking for spell choices would be altered there.

Dark Archive

So it looks like we may have enough interest to reach 5 people by tonight, but if not I will most likely just leave the recruitment open until we do. So far I'm really liking all the character concepts!

And yes, most likely this will involve a long journey into a dungeon with little chance to leave and rest. And for hit points, it's half your dice +1. So a d8 would be 5 hitpoints.


Awesome possum. Excluding post work issues or overtime I'll post up a stat block.

Of note. I can rotate to a ranged build if we end up having heavy front line. Or switch to whip and have higher range.
I'm pretty flexible. And that class is

Thanks boss 5 is easy Calc. 38hp before con. Nifty.


I wanted to submit a witch doctor like character. Not the PF archetype, but the D3 class. I was thinking Druid with a focus on Summon Nature's Ally.
How do you feel about summons? Too much melees?

Dark Archive

Summons work a lot better in a online game so I am ok with that.


Meet Yau Lie, a Dhampir Occultist:
Yau Lie was born in the brutal land of Shenmen, the Cursed Land of Spiders and Ghosts. Lie’s mother was a consort of a jiang-shi serving in the court of the witch-queen Lady Lang Loi who was unhappy with her unfortunate lot in life. Being a consort was better than being a slave, but the cold, chi-feeding embrace of her husband left her frequently exhausted, and she died when Lie was still young. And yet Lie was loved after a fashion, raised to inherit his father’s role as a diplomat. The nation of Shenmen had designs on its neighbors, after all.

Lie was raised to believe that he was special: better than the mere human chattel that served at the pleasure of the denizens of Yin-Sichasi. He received an excellent education, learning how to fight, how to speak, and how to leverage knowledge to keep people under his thumb. And then he was sent out to hunt. Runaways, rogue do-gooder adventurers, Pathfinders, and any other creature of interest to the state of Shenmen: he sought them all out per his father’s whims and brought them back, dead or alive.

On one such hunting trip, he was sent to track down an insidious ahmuuth named Xiu who had been making herself a nuisance throughout the kingdom, stoking discontent and helping mortals slay their monstrous overlords. Lie found Xiu in the burnt-out husk of an old church of Pharasma, ministering to various humans. They strove to do battle and, through the combined might of the ahmuuth and the brave humans gathered there, Lie was subdued. He told them to kill him; he could not abide the shame of defeat, and if they let him live he would hunt them down again and see their heads brought back to his father. But Xiu saw in Lie a possible convert. Xiu ensured that the humans in her charge were safe, and then trapped Lie in a mechanism that he did not fully understand.

Once trapped, Xiu engaged Lie in a series of philosophical discussions on the nature of existence, justice, and fate. These discussions lasted a thousand and one days until Lie found that he finally agreed with Xiu. Under her auspices, Lie returned to Yin-Sichasi and confronted his father in one-on-one combat. Armed with the blessings of his new psychopomp handler, Lie slew his father and finally took control of his own life. He fled Shenmen for one of its nearest neighbors, the Taldan colony of Amanandar. From there his travels took him across the many nations of Tian Xia, where he had many other adventures, though those are tales for another time.

Lie eventually established himself in Goka as a reliable man for recovering stolen artifacts. He still found himself targeted by representatives of Shenmen no matter where he traveled across Tian Xia, and so he began looking for work elsewhere on Golarion where his father’s old coworkers would have a harder time tracking him down. Leveraging his knowledge and reputation as he had been taught, he learned of the distant Avistani land of Ustalav, a place rife with the sorts of monsters that he had been raised with.

Yau Lie is a ru-shi dhampir, born to a Tian-Shu woman and a jiang-shi man. He has traditional Tian-Shu features, but his skin has a more grayish pallor, and his eyes are such a pale blue as to be nearly white. His black hair is tied in a top knot, with a sweep coming down the front and covering the right side of his face. He wields an enormous polearm which has both a hammer’s head and a spear tip: a gift from a Hellknight of the Order of the Wall, living in exile Amanandar, after helping him vanquish a Shoggti making trouble in nearby Tianjing. He balances this beautiful weapon expertly against a darkwood shield carved from a tree in the Forest of Spirits: a gift from a Kami whose forest he helped protect from the rampages of a young forest dragon. He is protected by an O-Yoroi that he received as a gift from an exiled samurai in Shokuro, whom he rescued from the clutches of an a nogitsune oni that had infiltrated the old warrior’s order. (It’s full-plate, but I’m flavoring it as samurai armor.) On this set of armor, he has carved the symbol of the psycopomp usher he serves: The Pale Horse, appropriately a former daemonic demigod who sought a measure of order and redemption after a long existence of damning souls. And finally, he wears his father’s old black and red robe, which he has recently discovered seems to contain a talkative fragment of his father’s soul. (Approximate image.)

Character Sheet:
Yau Lie
Ru-Shi Dhampir Haunt Collector (Occultist) 6/Mortal Usher 1
LN male medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +16

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Defense
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AC 27, touch 12, flat-footed 26 (+10 armor, +4 shield, +1 Dex, +1 natural, +1 deflection)
hp 65 (7d8+27)
Fort +11, Ref +5, Will +9 (+2 vs. disease and mind-affecting effects; -1 vs sonic effects and spells)
Defensive Abilities negative energy affinity, resist level drain

--------------------
Offense
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Speed: 30 ft. (20 ft. in armor)
Melee: +1 cold iron lucerne hammer +13/+8 (1d12+7/x2)
Special Abilities: champion séance boon (+2), combat trick, counterstrike (+2), energy shield (30), haunt channeler (2d6), legacy weapon (+2), martial skill (+2), mind barrier (12), mind fear (DC 18), physical enhancement (+4), reaping strike +1d6, sudden speed, warding talisman (+2)
Spell-Like Abilities (CL 7th)
1/day—charm person, command (DC 16)
Occultist Spells (CL 6th; concentration +11)
2nd (4/day) inflict moderate wounds, perceive cues, resist energy, rope trick
1st (6/day) enlarge person, inflict light wounds, lead blades, shield
0 (at will) grave words, mage hand, mending, resistance

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Statistics
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Str 22, Dex 12, Con 16, Int 20, Wis 12, Cha 7
Base Atk +6; CMB +12; CMD 24

Feats: Heavy Armor Proficiency, Power Attack, Shield Brace, Shield Focus, Vital Strike
Traits: Clever Wordplay [Diplomacy] (social), Pragmatic Activator (magic)
Skills: Acrobatics +3 (-5 ACP, -4 to jump), Appraise +13, Diplomacy +15, Knowledge (arcana, planes, religion) +15, Knowledge (engineering) +11, Knowledge (history) +9, Linguistics +15, Perception +16, Spellcraft +15, Use Magic Device +18; Racial Modifiers +2 Acrobatics, +2 Knowledge (engineering)
Languages: Aklo, Auran, Draconic, Elven, Infernal, Minkaian, Necril, Samsaran, Senzar, Taldane, Tien, Vudrani, Wayang
SQ: Focus Powers (Combat Trick, Counterstrike, Energy Shield, Legacy Weapon, Mind Barrier, Mind Fear, Sudden Speed), Implements (Abjuration: heavy darkwood shield; Necromancy: robe; Transmutation: cold iron lucerne hammer; Trapping of the Warrior Panoply), Hauntist, Heir to Undying Nobility, Knacks, Magic Item Skill, Mental Focus (11 points: Abjuration 4, Necromancy 1, Transmutation 6), Negative Energy Affinity, Object Reading, Possessed Possessions (Necromancy), Reaping Strike +1d6, Resist Level Drain, Resonant Powers (Champion’s Seance Boon (+2 damage on non-spell attacks), Martial Skill (BaB +2), Physical Enhancement (Strength +4 (enhancement)), Warding Talisman (Saves +2 (resistance))), Shift Focus, Sonic Sensitivity, Undead Resistance
Gear: +1 cold iron lucerne hammer, +1 full plate, +1 heavy darkwood shield, +1 amulet of natural armor, +1 ring of protection, +2 headband of vast intelligence, +2 belt of mighty constitution, eyes of the eagle, wand of inflict light wounds (full); 13 gp in coins or miscellaneous gear TBD

Special Abilities, Traits, Etc.:
Focus/Resonant Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Combat Trick (Ex): As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.

Counterstrike (Ex): As an immediate action when you are damaged by a melee attack, you can expend 1 point of mental focus to immediately make a single attack at your highest base attack bonus against the creature that hit you, provided that you threaten that creature. If the attack hits, you gain a bonus on the damage roll equal to 1/3 your occultist level (rounded down, minimum +1). This attack counts as an attack of opportunity.

Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1).

Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Ability: Strength.

Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits, gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.

Necromantic Champion Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Necromantic Champion Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.

Hauntist (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature, with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.

Haunt Channeler (Su): At 3rd level, a medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

Vital Strike: At 1st level, a mortal usher gains the Vital Strike feat, and at 6th level he gains the Improved Vital Strike feat, even if he would not normally meet the prerequisites for them. If the mortal usher already has Vital Strike or Improved Vital Strike when he would gain it through this ability, he can immediately swap it for another feat for which he qualified at the level he first took it. For the purposes of qualifying for any feat that includes Vital Strike as a prerequisite, the mortal usher can use his class level in place of his base attack bonus, adding this value to his base attack bonus from any other classes he has as normal.

Traits
Clever Wordplay [Diplomacy] (social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Pragmatic Activator (magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Ru-Shi Dhampir Racial Traits

  • +2 Strength, +2 Intelligence, –2 Dexterity: The ru-shi are dhampirs who descend from the jiang-shi of Tian Xia. They generally lack any interest in physical contact, and their movements are stiff and awkward.
  • Dhampir: Dhampirs are humanoids with the dhampir subtype.
  • Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Dhampirs have a base speed of 30 feet.
  • Senses: Dhampirs get low-light vision and darkvision with a range of 60 feet.
  • Skilled: Ru-Shi Dhampirs gain a +2 racial bonus on Acrobatics and Knowledge (engineering) checks.
  • Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  • Sonic Sensitivity: Ru-shi take a –1 penalty on saves against sonic effects and spells.
  • Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.
  • Heir to Undying Nobility: Descended from undead nobility, perhaps from Geb, Nidal, or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
  • Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
  • Languages: Dhampirs begin play speaking Common. Dhampirs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Any guesses about how high I can pump up my damage if I have the rounds to buff?


    Minor changes to crunch and fluff. I'm switching from the lucerne hammer to the nodachi, removing 6 charges from my wand, and having the Hellknight who gave Lie the weapon be from the Order of the Pike. I lose reach and some damage, but the weapon is much more appropriate for Lie's background.

    Damage Details:
    At base, my regular attack will be vital strike and reaping strike at +13 for 1d10+9/18-20 + 1d10 + 1d6.

    If I enact enlarge person, lead blades, and legacy weapon (with bane and keen), I'm hitting (with power attack) at +13 for 3d8+16/15-20 + 3d8 + 3d6. With that output, I might as well ignore power attack. It takes three rounds of power-up to get there, so it's not likely to happen on the regular, but it is juicy.

    GM & fellow prospects: if you have any questions or concerns about either the mechanics or the background, please let me know. I'm happy to change things as needed.


    Makes me kind of want someone with a crit fis to give you crits haha.

    Not my build though.


    I, would need a flanking friend...
    Then I can have a +14 (1d3+7/18-20) +4d8 sneak attack to those who would cross us.


    For better or worse, critical feats don't start kicking in for a few more levels.

    But hey, if someone wants to take Butterfly's Sting, I wouldn't be opposed.

    And I'm happy to flank. Flanking is good.

    Grand Lodge

    I could change the build slightly, but I'll be losing the kukris, though a rapier could work quite nicely for a similar build.... Hmmmmmm.


    It seems I did post this late. I thought the deadline was Wed but today is the 13th! This is Zwordsman. With a Phantom Blade Spiritualist

    I'll post it anyway but no hard feelings if i'm auto cut due to timing.

    I would note I also have not chosen traits. and I've got a little bit of gold left. I've never built a mid range reach ish kind of attack before. So I'm trying to figure out what exactly is good for it~ As its not intended to be tank like.

    EDIT
    Damage is low as I don't think there is a way for a phantom blade to get dex to damage. Slashing grace I believe does not work with spell combat? Which is a bummer. and you can't Agile the phantom blade.
    but having 15ft reach is fun, and spell strike with chill touch is fun. Still I might look at switching some stuff to get a little str. 12 or maybe 13. Power attack would help a little-though won't work when i use the touch ac ability.

    As a sidenote I had mentioned earlier. If we are mostly melee inclined. I can pretty readily switch for ranged inclination.
    and as an odd note. Butterfly Sting doesn't require it to be a melee attack that sets it off.

    Grand Lodge

    It doesn't, but having a higher critical range means it's easier for it to proc.


    Yep. Very true. Its often easier to have the ranged person get the crit. Something like the pellet bow can be potent.

    I also edited in a note about my damage above. Since I realized I had written the spiked chain version originally that had dex to damage and I posted the whip version. Which is less damage more range.

    Dark Archive

    Ok by my count we have 4 players so far. It's up in the air if you would like to wait for a 5th or if you would enjoy trying for a more normal 4 party group.


    What do we have currently in that four?
    I am fine either way, but as a recap.

    We have a Rogue (presumably with the standard trap and lock picking?)
    Melee Occultist. (big buffs big hits)
    A (diablo 3 style) Witch Hunter druid with summons? (Note their sheet shows lv 7 oracle.. so maybe they meant a different character than the profile they used. In which case I don't think char was submitted yet?)
    A Human Alchemist (promethean)
    Phantom Blade Spiritualist (me. 15ft whip, lower damage but adding chill touch and a few other odd spells. But can also full round action heal hp and some ability damage 7 times a day, and a little drain. Both reliant on rolling above a dc 20).

    Did I miss anything?
    I think currently Only I, and maybe the alchemist have any healing options. I thinnk the DM mentioned it might be a bit grindery. So we might want a cure wounds wand pool. Or I can adjust and drop phantom blade and take a ranged approach with a healing based Spirit. (Same full round action, but the Phantom does it; and also has life link probably) I'm playing for the character' i built, so I don't much mind how mechanically they come out as long as they have shards of their soul aspect~ i.e. the phantom blade or a phantom~


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    I count five:

  • Griswald Fleetfoot: LE male halfling ranger (trapper) 1/unchained rogue (knife master) 6 (Michael_Hopkins)
  • Harolde Lakatos, Esq.: N male human alchemist (promethean alchemist) 7 (DankeSean)
  • Bruce Springsting: N male halfling oracle (spirit guide) 7 or druid? unclear (Ellioti)
  • Yau Lie: LN male dhampir occultist (haunt collector) 6/mortal usher 1 (polyfrequencies)
  • Archivist Malik Zell: NG male human spiritualist (phantom blade) 7 (Zwordsman)

    Along with interest from Louxman and grimdog73.

    Any feedback on our concepts, backstories, and/or mechanics?

    I'm amused at the complete and utter lack of arcane casting. Alchemy, divine, and psychic, but no arcane. Eh, those hoity toity arcanists can shove it.

    I also highly recommend some additional healing. Lie can take care of himself with his wand of inflict wounds and inflict spells, and he has a +18 to Use Magic Device so he can use any other wands the group may choose to purchase.

  • Dark Archive

    Oh I did miss count, apologies for that. From a quick look, I was happy with all of them so far. I"ll give it until the end of the day for bruce Since from what I see on the profile it's a level 6 oracle. This gives Louxman and grimdog a little chance to sneak in to, otherwise, we will have our party of 5! In the meantime, I will do a more in-depth look at everything as well.


    It might be good to PM them, since these threads don't show up in our campaign tabs, and so we have to navigate to them directly. They might be working on characters and not see your message, assuming that they have a bit more time.

    Thanks, and looking forward to this!


    My friend may or may not post one today. Buy my participation is not contingent on them. I just saw we were short and mentioned to them.

    Concerning group composition. If we are wanting more healing if I switch to involutionist it's divine not psychic with the phantom having a life shaman ability for life link and maybe channel. And skill unlock heal. I'd use a bow instead of whip. We'd be in trouble if the phantom died lol
    That would handle hp amage decently well. Removal and such might still be annoying. I'll miss psychic casting but eh. Still fits soul.

    But we'll see what happens for now as if we have a summon druid that'll change stuff a little. Can figure out if we're worried later.


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    I'm not overly concerned about composition. Wands are usually quite effective healing implements. I think what's important, personally, is that people are playing what they want to play. Then it's up to the GM.

    And if the GM in their infinite wisdom chooses to drop some potions, scrolls, or wands in our path, all the better.


    or chooses death mwahahahaha. And cool beans. I'm curious how this would work


    I won't finish in time. Sorry.


    Okie dokie. Bummer though~

    -----

    GM. How do you play Rope Darts?
    I was pondering potential switches if i shift a little. Do you play them as "20ft maximum with being able to return" or do you view it as just a normal thrown weapon with range increments of 5 (so 100ft w/ the penalties standard) but still can return it as a free action.
    The description lists a shorter rope. But it is a thrown weapon, just doesn't state what happens beyond that. Which simplies would be just default with the nebulus handwavium.

    Honestly usually avoid it for these issues. Sure would've been easier if it had just been a weird dagger with thrown option and worked like just a dagger w/ the returning cord at max range.

    Still could not spell combat with that, its a thrown weapon, but also a range weapon. So not valid there.

    Dark Archive

    I would say for the rope it’s a maximum of 20 feet, with range increments after that. However, if you throw it beyond that point you can’t retrieve because the rope has literally left your hands after that distance.

    Also Bruce your one of the 5 who actually made a charecter so if no one else gets one in you kinda in be default even if you don’t have it 100% ready.


    Backstory and introduction:
    Magnimar, a city of trade, ships, and prosperity. It was here that Griswald grew up, and developed his skills as a thief. Throughout the years, the halfling's talents were refined and tested until various guilds and agencies had begun to hire him. With the word of him spreading, Griswald has made it clear to all those who want to use his services....

    "Magics do help when it comes to pilferin', but wha's the joy in tha? I 'ave one rule fer me business, and tha's ta go by me contrac'. Other than tha, is all fair game. Ne'er break me contrac's, an' ne'er will. We 'ave a deal?" Holding out his hand is a somewhat smartly dressed halfling, his brown eyes seem to twinkle behind his golden rimmed spectacles.

    Grand Lodge

    Also, while Griswald will be my first character, I'll have a partner of his getting built as a backup, and they'll also be a sneaky trap/lock picker as well, but with some extra tricks.

    RPG Superstar 2010 Top 32, 2011 Top 4

    Hi all, upon reflection I've come to realize that, while I like my character concept, the numbers and build effectiveness are not particularly useful at all. I'm going to withdraw Harolde from consideration. I actually don't have a backup idea in mind that feels right, so I'm bowing out as a potential player. Apologies, and happy gaming to the rest of you.


    Well this is indeed a bummer. I think Harolde is very compelling and well-constructed. Er, well, Drusill is the constructed one, but you know what I mean.

    If people would prefer my character be less optimized, I can nerf him to help with balance concerns. I don't want people to feel unuseful.

    Dark Archive

    I always kinda build off the strength of a group so I never want people to change their character to be not what they want. I get where Danke is coming from but I think all characters can shine regardless of the group composition.

    On that note, technically requirement is closed as long as Bruce does want to play. Bruce, it's up to you if you want to get that witchdoctor built up in the next couple of days while we start. That is if you still want to play. Let me know by today what you like, I can always re-open until we get a 5th so no pressure.


    In the meantime, I made an alias for Lie. He's here to slay monsters and chew bubblegum, and he's all out of bubblegum.


    I can easily finish the build over the weekend. I either switch to Druid, or just add a level of Stargazer to the build in the profile.


    polyfrequencies wrote:


    If people would prefer my character be less optimized, I can nerf him to help with balance concerns. I don't want people to feel unuseful.

    I'd say nah. If you want to adjust thats fine. But don't feel the need to do so. More so its a buffing character. Buffing won't always work out anyway~ As a sidenote There is a neat samurai archetype that gets vital strike that can be used with shot on the run or spring attack. Albiet high level only. I've always wanted to try that build. I never knew of Mortal Usher so I might look at that for it too.

    Speaking of alterations I am probably gonna drop Heal SKill Unlock feat, and possibly lower my Charisma for a little str. Fits what I want out of the character better ultimately.


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    I have been wanting to play a mortal usher character for a while. It was the final prestige class released for 1E, and it just has such fun flavor, especially for a dhampir on a redemption arc.

    Also, Warrior Poet, yeah? That seems like one of the best ways to use the Bladed Brush feat.

    Unsolicited Healing Feat Advice:
    The Signature Skill is neat, but at our level Incredible Healer might be somewhat more effective. The Skill Unlock gets you 14 hp minimum, while Incredible Healer will be minimum 20 hp. If you hit DC 25, not only are you healing 25 hit points, but you also add your Wisdom modifier. And then if you hit DC 30, thanks to Healer's hands, you also add your ranks in Knowledge (planes).

    In other words, with your +15 to Heal and 7 ranks in Knowledge (planes), if you roll a natural 20, then you can heal 15 + 20 + 5 + 7 = 47 hit points as a full-round action. With Signature Skill, it's instead 14 + 5 + 7 = 26 max if you hit that DC 30.

    Finally, if you have room in your equipment purchases, you could pick up Healer's Gloves, which will guarantee you meeting the minimum DC for Treat Deadly Wounds every time.

    Signature Skill eventually outpaces Incredible Healer. At Level 10 when the Heal Skill Unlock becomes like a full day of bed rest, you're getting 40 hp minimum reliably, on top of which you can add your Wisdom modifier and ranks in Knowledge (planes) for, at that point, 40 + 6 + 10 = 56 max. Compare that to Incredible Healer, which will probably be 10 ranks, 6 Wis, 3 Class skill +19 for a wide range of 20 (on a natural 1) to max 19 + 20 + 6 + 10 = 55.

    @Ellioti, I think we'd still love to have you, if the GM is willing to wait until the weekend.

    Also, I might want to pick up a Pallid Crystal...or an Anatomy Doll if the rogue wouldn't mind stabbing it repeatedly between combats. I wouldn't blame the GM if they said that it wouldn't work, since it's essentially unlimited (albeit horrifically slow and torturous) healing for 1000 gp.

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