DL's Age of Worms - 9th Level

Game Master Death-Lok


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Since the beginning of history, humanity has measured time in ages. Ages of glory, of Dreams, and even of Great Sorrows mark the human tally of the years, giving a sense of order to the events of past centuries. But one age has yet to occur, an age of darkness, of decay, and of writhing doom. Witty bards and wrathful preachers know it as the Age of Worms, weaving it into the peripheries of their passion plays as a mythic era of destruction that could begin at any time. Astrologers, diviners, and servants of the fates know more. The canniest among them fear that the Age of Worms has already begun.

Those words set off my favorite AP so I would like to GM an AoW campaign starting at 9th level as the party enters the Champion’s Games, a gladiatorial set of matches set over a one week period in the Free City of Greyhawk.

Character creation rules:
Feats: only Core Rule Book
25 point buy but no stat higher than 19 or lower than 8 at character creation (only 1 stat lower than 10 allowed).
Races: Core preferred but open to another race with convincing backstory.
Classes: Core, Base, and Unchained versions.
Alignment: no evil
Gold: 46k which is standard for 9th level
Traits: No
Background skills: No
VMC: no
Elephant in room: No
HPs: max at 1st, half + 1 per level
Concept: tell me your characters motivations in life - what does he value above all else - gold, independence, knowledge, power, etc. If asked to save the world, why say yes, other than the obvious no place else to live answer.

Any questions, let me know.


Questions
1) What do we know about what has gone before WRT to the Cult of Kyuss? (Or are we coming into this "fresh")
2) What impact, if any, do Item Creation feats have on starting wealth?


Are prestige classes allowed?
Multiclassing allowed?
Archetypes allowed?

Thanks


pad300 wrote:

Questions

1) What do we know about what has gone before WRT to the Cult of Kyuss? (Or are we coming into this "fresh")
2) What impact, if any, do Item Creation feats have on starting wealth?

1) Nothing but you will get a refresher course from some npcs early on.

2) if you invest in item creation feats, prior to commencing the game, you can use them to create 2 items at the 50% rate provided you meet the other caster requirements.


Spazmodeus wrote:

Are prestige classes allowed?

Multiclassing allowed?
Archetypes allowed?

Thanks

Yes to all 3.

The Exchange

Pathfinder Rulebook Subscriber

Does the stat cap apply to the attribute bonuses gained at 4th and 8th level?

Grand Lodge

Greetings! I'm thinking of putting in a TWF Ranger that will be acting as a mercenary for hire. They will work for whomever holds their contract, and does his best to fulfill every contract. Portions of all their contract goes back their family. I can get a more detailed background set up for this concept, as well as a build.

The Exchange

Pathfinder Rulebook Subscriber

The concept I am looking to play is a Plains Druid that has been exiled from their tribe so has gone to seek their fortune elsewhere. He would likely value independence and self sufficiency above all else, but only since his exile. Losing one's family/tribe is a pretty major paradigm shift.

Truth be told I am not super familiar with Greyhawk world, but I do know that it is a big one. If you have any good resources you can direct me to I would appreciate it.


Damn! I know I said level9 is too high for me, but I'll bite! Been wanting to play Age of Worms for AGES (puns and whatnot) :D

I think I will try to build an Iroran Paladin with Core Feats only and no Traits, see how she turns out!


That didn't take long, even though I discovered a few painful things for an unarmed character build = basically all fighting styles except Scorpion Style are Feats which are NOT in the Core rulebook :D

All good though, all good.

However I did take one non-core feat in this build = Deific Obedience (since it is a pre-requisite for Sentinel PrC). I will remove it if it is an issue.

Also not very happy with the amount of HP, so might swap Dex with Con to shore them up a bit.

Bare Bones for Erianna, the Fist of Irori:

Erianna
Human fighter (unbreakable) 1/monk (sohei) 1/paladin (iroran paladin) 4/sentinel 3
LG Medium humanoid (human)
Init 2; Senses Perception +13
Aura excellence (10 ft.)
--------------------
Defense
--------------------
AC 27, touch 19, flat-footed 20 (+8 armor, +2 deflection, +6 Dex, +1 dodge)
hp 70 (9 HD; 1d8+8d10+13)
Fort 17, Ref 12, Will 14
Immune disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +13/+8 (1d6+15 B plus 1d6 acid) or
. . unarmed strike flurry of blows +12/+12/+7 (1d6+15 B plus 1d6 acid)
Special Attacks flurry of blows, personal trial
Paladin (Iroran Paladin) Spells Prepared (CL 1st; concentration +5)
. . 1st—hero's defiance[APG]
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 12, Int 12, Wis 12, Cha 18
Base Atk +8; CMB 10; CMD 28
Feats Deflect Arrows, Deific Obedience, Diehard, Dodge, Endurance, Extra Lay on Hands, Extra Lay on Hands, Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +13, Climb +9, Diplomacy +8, Knowledge (religion) +11, Perception +13, Sense Motive +8, Survival +5, Swim +8, Use Magic Device +13
Languages Common, Draconic
SQ bonus feat, confident defense +4, devoted guardian, ki pool (6 points, magic), lay on hands 10/day (2d6), mercy (sickened), sense perfection, symbolic weapon
Other Gear +2 mithral agile breastplate[APG], +1 bodywrap of mighty strikes[UE], belt of giant strength +2, boots of the cat[UE], cloak of resistance +2, handy haversack, headband of alluring charisma +2, mwk corrosive amulet of mighty fists, ring of protection +2, 7,600 gp
--------------------
Special Abilities
--------------------
Aura of Excellence (10 ft.) (Su) Immune to effects that force rerolls. Allies within 10' can roll 2 or 3 dice when forced to reroll.
Bonus Feat Gain bonus combat feats, and count sentinel level for fighter level pre-reqs.
Confident Defense +4 When lightly armored with no shield add Cha to AC.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Guardian +0 (Ex)
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immunity to Disease
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lay on Hands (2d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su)
Personal Trial (2/day) (Su) +2 insight bonus to hit, damage, saves, and AC vs. target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.
Symbolic Weapon (Good) (Su) Deities favored weapon counts as a holy symbol when wielded.

Looking into some fluff now.


And while mulling the character over I created an alias where I can take notes (this is Albion btw :D).


Suggestion to Erianna - might want to look into Zuoken as nearest Greyhawk equivalent to Irori...


Hey Death-Lok a couple more questions; are you good with alternate race traits and how long are you leaving recruitment open?

I will be presenting Ivar, an un-chained Barbarian, once I've got him to ninth level and his background changed to the Greyhawk world. The names of the places will change, but the idea will stay the same.

His main motivation? To be free: to go where he wants and to not be tied down. He's spent his youth raiding, but his adult life adventuring: whether being a guide or guard or just hired muscle. He tries to do good, to prove to himself he's not just the thug and raider of his youth. He also likes the way people admire him when he plays the hero. So, he would happily say 'yes' to saving the world. I mean if it's not an obvious suicide mission, he's not that insecure.

unaltered background:
Ivar is a character I've played several times in games that, for one reason or another, ended early. I would like to be part of a story that brings his end or retirement to a satisfying conclusion. Again, I will change the names of the people and places to fit the Greyhawk world

Ivar was born on the Ironbound islands, the second son of a second son. When White Estrid King of the Ironbound Islands sailed to raid the Nidalese port of Nisroch Ivar's father and brother sailed with the fleet. When she returned from Absolam they did not. Theodin "the red", like many of the Ulfen raiders who would not inherit, could not resist the draw of the easy gold that the "soft southerners" would offer a man with his skill set. With his booty Theodin, and his oldest son Ingvar, purchased farmland near port, and other like minded Ulfens, so they could continue farming and raiding like their fore fathers. Shortly thereafter, Theodin sent for his wife and children and Ivar experienced his first sea voyage, but certainly not his last.

Ivar loved the sea and hated farm work, he determined he would part with tradition and live a life of adventure. When Ivar came of an age he sailed with his father on the longship 'The Linnorm's Claw' under captain Tavar "the Lame" While on a raid, during fierce fighting, he anchored the right flank of the shield wall and surviving; earned a name. In the fight he was struck a vicious blow, from an axe, to his helmet and survived. When the battle was over and the captain was congratulating his victorious crew, he saw Ivar. His face disfigured and bloodied. Having lost his helmet from the vicious blow, his long blond curly hair hanging about his face like a lion’s mane. Blood poured from the scar on his face, dripping from his sparse beard. The captain blurted out with a laugh "Well Goldilocks I see your none worse for wear! Just not as pretty any more."

Ivar became a named man, "Goldilocks." It was a name, that's all that mattered, there were worse names to be had and he'd have words with anyone who said otherwise. When 'The Linnorms Claw' returned to port He asked father to kiss mother and sisters for him and he took a job on the first ship he could find leaving port.

Appearance
Ivar Is average height for an Ulfen, just under six and a half feet tall, and light on his feet. He wears his long blond hair in braids now, apparently, despite best intentions, your helmet may come off in a fight and your hair can get in your eyes. His beard is still sparse while his light skin is tanned and weathered from exposure. A scar runs from his forehead over his left eye down onto his left cheek where it joins the sparse blond beard. His eyes are as blue as the cold waters of the Ironbound islands. His light skin is tanned and weathered from exposure.

When time and comfort permits he prefers to be shirtless so he may display his tattoo: an abstracted representation of his people’s totem, the Sea Wolf. This monster looks like a combination of: Wolf, Orca and Linnorm Dragon. The tattoo of blue wode begins with its wolf-like head on his left breast and snakes over his left shoulder onto his shoulder blades, under his right arm, wrapping around across his abdomen, past his left kidney and ending above his right hip.

He wears the traditional doeskin leather breaches, ankle wraps and boots of his people under his armor; but prefers the southerner's breastplate to scale or chain armor. He wears his sea-bag high on both shoulders with his round wooden shield and Spangenhelm tied to it. Carrying his hefty 'butcher's axe' resting on his shoulder, close in to his body so as to not injure anyone unintentionally.

Personality
Ivar is a competent seaman and enjoys being on ship. If he signs on to a ship he is loyal to the captain and his crewmates, though he expects everyone to pull their own weight. He is not intimidated by woman leadership, and will take orders from either sex. He has a great sense of humor, but it’s not wise to laugh too long or too loud about his earned name, the history of axes or the "ignorance of northern barbarians". He does enjoy discussing: weather, weapons, religion, politics and ships and may well give you his opinion about those topics or many others free of charge, usually in a good natured fashion...usually. He is a man of his word and gives it sparingly.


pad300 wrote:
Suggestion to Erianna - might want to look into Zuoken as nearest Greyhawk equivalent to Irori...

Thank you for the suggestion pad300!


RH, Altérnate racial traits are fine. Recruitment will stay open for a week. If more time is needed, will extend.


Another question. In the case of an archetype replacing a class ability with a non-core feat, should we just keep the ability that was to be replaced?

Thanks


Death-Lok wrote:
pad300 wrote:

Questions

...
2) What impact, if any, do Item Creation feats have on starting wealth?

...

2) if you invest in item creation feats, prior to commencing the game, you can use them to create 2 items at the 50% rate provided you meet the other caster requirements.

Is that 2 items per feat or total (currently I have Scribe Scroll, Craft Wand and Craft Wonderous Item, and a bonded ring)?

And some further questions

3) How fast do you plan to pace this between "books"? (ie. Will I have time for spell research and/or item creation?)
4)Does spending money on downtime stuff (ultimate campaign) make sense?


Death-Lok wrote:
RH, Altérnate racial traits are fine. Recruitment will stay open for a week. If more time is needed, will extend.

Cool!

This is RH's Unchained Invulnerable Barbarian, Ivar. I've got the crunch done and will alter the fluff to match the Greyhawk world. I intend to make him a Frost Barbarian, when he leaves home he will sail out Karkenheim the capital of the Kingdom of the Fruztii.

Death-Lok, please let me know if I can answer any questions about Ivar's crunch.


Spazmodeus wrote:

Another question. In the case of an archetype replacing a class ability with a non-core feat, should we just keep the ability that was to be replaced?

Thanks

Correct.


pad300 wrote:
Death-Lok wrote:
pad300 wrote:

Questions

...
2) What impact, if any, do Item Creation feats have on starting wealth?

...

2) if you invest in item creation feats, prior to commencing the game, you can use them to create 2 items at the 50% rate provided you meet the other caster requirements.

Is that 2 items per feat or total (currently I have Scribe Scroll, Craft Wand and Craft Wonderous Item, and a bonded ring)?

And some further questions

3) How fast do you plan to pace this between "books"? (ie. Will I have time for spell research and/or item creation?)
4)Does spending money on downtime stuff (ultimate campaign) make sense?

1. 2 ítems per feat.

2. There will be downtime to do that stuff except maybe the last 2 books which occur one right after the other.
3. Yes, downtime makes sense. However, note that the AP has you local for about 2 mods then you travel to jungle and giant city and undead lair and another city so don’t invest too much on local stuff like home or business since you will be absent.


Ivar "Goldilocks" Theodinson wrote:
Death-Lok wrote:
RH, Altérnate racial traits are fine. Recruitment will stay open for a week. If more time is needed, will extend.

Cool!

This is RH's Unchained Invulnerable Barbarian, Ivar. I've got the crunch done and will alter the fluff to match the Greyhawk world. I intend to make him a Frost Barbarian, when he leaves home he will sail out Karkenheim the capital of the Kingdom of the Fruztii.

Death-Lok, please let me know if I can answer any questions about Ivar's crunch.

Ivar:
Why would your character enter the Champion’s Games gladiatorial fights? Gold, test of skills, bored, fame, something else? Another question- His background is very nautical - there’s not really any ship travel in this game - will that be ok?

This is a preliminary cut at my elven wizard: Elvanion Hathos. He has more money to spend, and a spellbook to fill out. The background needs more filling out and the description too.

Background:

152 Winters ago, Elvanion was born in the Vesve forest. His parents raised him in the Vesve until the depredations of Iuz turned their home into something terrible – the Defiled Glades. His parents and he fled south to Celene and the city of Enstad. He was apprentice to the wizard Kelviernan, and from him learned the ways of magic. It was Kelviernan, an astronomer of some note, who brought him to worship Celestian.
An accomplished adventurer in his own right now (He’s been at it nearly a quarter century, although with breaks for spell research and item creation.), he has visited the Ruins of Castle Greyhawk and tombs in the Pomarj. In the great war he returned to the Vesve to fight Iuz’s forces with the elves there. He has also had his own encounters with Kyuss’s followers in the form of the cult of the Ebon Triad. That battle cost the life of his friend, Abeld the Silverlight (human cleric of Celestian) at the claws of the undead.
Since the wars, he has drifted to the City of Greyhawk. He is currently a dues paying member of the Greyhawk guild of Wizardry.

Appearance:

5’4”, 122 lbs. Dark Brown Shoulder length hair, sparkling green eyes. Clean shaven,

Demeanour:

Studious.
Loves to be out in thunderstorms
His exposure to the cult of the Ebon Triad has resulted in a hatred of the undead.

Mechanical:

NG Male Elf

Wizard (9) Air(Smoke) specialist
Init +7 = +3 Dex +4 Improved Init
Speed 30 ft
120 ft Darkvision
Defense
AC : 16 = 10 + 1 (armor) + 2 Buckler + 3 Dex
HP 65 = 6 +(8d6=>32)+9*2 Con +9 FCB
Fort + 8 =+3 Wiz+2 Con +3 Resist
Ref +9 =+3 Wiz +3 Dex +3 Resist
Will +10 =+6 Wiz +1 Wis +3 Resist
+2 vs Necromancy and curses (spells and SLAs)
CMD : 16 = 10 +4 bab+2 dex
Offense
Melee: ***
Ranged: ***
BAB : +4

CMB : +6 = +4 +2 dex

Wizard Spells Prepared
L0 (4+1 specialization,*) DC Message (Air),
L1 (4+1 Specialization+2 Int) DC ***
L2 (4+1 Specialization+2 Int) DC ***
L3 (3+1 Specialization+2 Int) DC ***
L4 (2+1 Specialization+1 Int) DC ***
L5 (1+1 Specialization+1 Int) DC ***,

Stats
Str 10 = 10 0 pts
Dex 16 =14 (5 pts)+2 racial
Con 14 =16 (10 pts) -2 racial (5 pts)
Int 24 = 16 (10 pts)+2 racial +2 lvl 4, 8 +4 enhancement
Wis 12 = 12 (2 pts
Cha 8 = 8 (-2 pts)

Feats: Improved Init (1st), Scribe Scroll (Wizard 1). Spell Focus Conjuration (Illustrious Urbanite), Craft Wondrous Item (3ed), Arcane Discovery – Fast Study (5th).Craft Wand (Wizard 5), Spell Penetration (7th), Arcane Discovery - Opposition Research, Earth (9th)
Quicken Spell (Wizard 10), Craft Staff (11th), Arcane Discovery - Staff Life Wand (13th)

FCB: +9 hp
Skills (2*9+9*6(int) ) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+10 = 9 ranks +1 Wis)
Spellcraft (+ 19 = 9 ranks +7 int +3 trained) +2 to ID (elven magic)
K Arcana (+ 19 = 9 ranks +7 int +3 trained)
K Planes (+ 19 = 9 ranks +7 int +3 trained)
Fly (+ 13 = 4 ranks +3 dex +3 trained +3 air supremacy)
K Religion (+ 19 = 9 ranks +7 int +3 trained)
Ride (+6 =3 ranks +3 Dex)
Linguistics (+ 19 = 9 ranks +7 int +3 trained)
K History (+ 13 = 3 ranks +7 int +3 trained)
Survival (+4 =3 ranks +1 wis)
K geography (+ 15 = 5 ranks +7 int +3 trained)

From Headband
K Nature (+ 19 = 9 ranks +7 int +3 trained)
K Dungeoneering (+ 19 = 9 ranks +7 int +3 trained)

Languages : Common, Orc, Sylvan (int), Draconic(int), Celestial (int), Gnoll(int), Goblin(int), Gnome (int), Flan, Auran, Sueloise, Ancient Balklunish, Old Oeridian, Terran, Ignan, Aquan, Undercommon,


Class Abilities:

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Bonded Object: Ring

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.


Racial Abilities:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spelllike abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Equipment, Not Done yet, 35627.41 so far of 46000 gp (Total) :

Magic ( 33385 gp)
Handy Haversack (2000gp ), Headband of Vast Intelligence +4 (8000 gp, CW), Cloak of Resistance + 3 (9000 gp), Metamagic Rod of Extend (Lesser) 3000 gp, Ring of Sustenance (2500 gp), Boccob’s Blessed Book (6250 gp, CW), Tome of the Transmuter (2635gp),
Weapons(4 gp)
2 Daggers (4 gp)
Armor (2008gp)
Haramaki, Mithril Buckler+1 (2005 gp)
Equipment (230.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Spellbook, Components to make Feather Token (Tree) (200 gp)

Spellbooks:

L0 : All
L1 (9 Free + ?): Air Bubble, Windy Escape, Feather Fall, Grease, ***, ***, ***, ***, ***, animate rope, charm person, color spray, erase, floating disk, hush, mage armor, magic missile, protection from chaos, unseen servant,
L2 (4 Free + ?) Command Undead, Gust of Wind, Glitterdust, ***, alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind
L3 (4 Free + ?): Fly, Cloak of Winds, Haste, Wind Wall, arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow,
L4 (4 Free + ?): Assume Appearance (Greater), Ball Lightning, Aggressive Thundercloud (Greater), ***, beast shape II, calcific touch, confusion, dimension door, stone shape
L5 (2 Free + ?): Suffocation, ***

Mechanical intent:
1 more wizard level (making a total of 10), and then start taking levels in a prestige class. Either Stargazer (of Pulura) PrC or Soulwarden. (He meets either set of perquisites). Given Pulura doesn’t exist in the Greyhawk canon, I propose to associate the PrC with Celestian instead.


Death-Lok wrote:
Why would your character enter the Champion’s Games gladiatorial fights? Gold, test of skills, bored, fame, something else? Another question- His background is very nautical - there’s not really any ship travel in this game - will that be ok?

answers to questions:

So this is where a trait would come in handy, because all of your suggestions could be possible. Let's go with just got in town and needed a little quick cash and figured the gladiator games would provide good advertisement for future employment and a fun way to spend the afternoon.

As for being nautical, that's not an issue. When I created Ivar I was reading a lot of 'Joe Abercrombie' and wanted a named 'Northman.' I combined the trope with a 'viking' trope to add to the character which could fit in one of the Golarian cultures. As a young man he sailed and raided, but (like many northerners when offered other opportunity) stopped raiding for other things.

He really just wants to live a life of adventure; his people's tradition was to farm and raid when weather and crops permitted. He hates farming, and feels like raiding is evil, so on to something else.

In the game's I've played him in he was everything from a caravan guard to a crew member on a merchant ship to a castaway who joined a group of explorers heading into the jungle. I'll rely on those events to fill in the last nine levels. Ultimately being a sailor is a springboard to adventure, not a goal.


Here is my Elven Fighter/Rogue. I will work on her background and physical description. Thanks.

Spoiler:
Sylvana Alustriel
Female Elf fighter 6/unchained rogue 3
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 18 (+8 armor, +6 Dex, +1 dodge)
hp 79 (9 HD; 3d8+6d10+24)
Fort +10, Ref +13, Will +9 (+2 vs. fear); +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 undead-bane cold iron elven branched spear +14/+9 (1d8+22/19-20 ×3 plus 2d6 vs. Undead)
Ranged composite longbow +14/+9 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 undead-bane cold iron elven branched spear)
Special Attacks sneak attack (unchained) +2d6, weapon training (spears +1)
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 14, Int 13, Wis 14, Cha 8
Base Atk +8; CMB +6; CMD 26
Feats Combat Reflexes, Dodge, Improved Critical (elven branched spear), Iron Will, Lunge, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (elven branched spear), Weapon Specialization (elven branched spear)
Skills Acrobatics +15 (+19 to jump), Disable Device +21, Perception +21, Perform (dance) +5, Stealth +18, Survival +6, Use Magic Device +10; Racial Modifiers +2 Perception, silent hunter
Languages Common, Draconic, Elven
SQ armor training 1, rogue talent (combat trick), trapfinding +1
Combat Gear
+1 undead-bane cold iron elven branched spear (10,340 gp)
wand of blend (50 charges) (750 gp)
wand of shield (50 charges) (750 gp)
+2 mithral breastplate (8,200 gp)
composite longbow (+1 Str) (200 gp)
belt of physical might +2 (Dex, Con) (10,000 gp)
boots of striding and springing (5,500 gp)
cloak of resistance +2 (4,000 gp)
eyes of the eagle (2,500 gp)
ring of sustenance (2,500 gp)
masterwork thieves' tools (100 gp)
Remaining gold: 1,160 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Silent Hunter Reduce Stealth penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears


Hey Death-Lok I got the impression from the 'interest check' thread that four player was a minimum, what's the maximum players you'll take?


Robert Henry wrote:
Hey Death-Lok I got the impression from the 'interest check' thread that four player was a minimum, what's the maximum players you'll take?

Thanks for the answers on the questions. 5 would be my limit, but I think we might not get there. At least we have 4 applicants currently so we are good.


Death-Lok wrote:
Robert Henry wrote:
Hey Death-Lok I got the impression from the 'interest check' thread that four player was a minimum, what's the maximum players you'll take?
Thanks for the answers on the questions. 5 would be my limit, but I think we might not get there. At least we have 4 applicants currently so we are good.

Your welcome? Four or five would be great, though it would be nice to pick up that Druid for some divine type spells...


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We currently have a barbarian, fighter/rogue, wizard, and monk/paladin/sentinel applying. I would like to see Geometer's druid. Here are some links:

GH Deities
World Map
Great map! The city of Greyhawk is the star in western Nyr Dyv, west of the Cairn Hills.
Blog about western Nyr Dyv


After putting together a number of different ideas....none really gelled for me. I'll bow out of consideration.

Have fun....


Ok, Spazmodeus, be well. So we are waiting for Geometer and Michael to submit their proposals.


Y'know, it may not be up to par comparatively to the classic Druid class but something about this Greyhawk-based recruitment calls out to me with a wandering-type Keoland Halfling ACG Shaman of Life [Serendipity Shaman? possibly Benefactor as well?] that venerates Brandobaris [Shamans despite their divine spellcasting aren't direct worshipers like a Paladin or Cleric]. ;)

Admittedly, I tend to post in increments between a few days, so I don't know if that will be a factor in your prospective game, Death-Lok.

Oh yeah, I know that while you've mentioned not being a fan of the Kineticist mechanics in your interest-check thread, hopefully you wouldn't mind a Chuspiki as an improved familar [Sage or Emissary archetype] choice- outta all the listed improved familiar option, it seems to be the most mouse-like... even with their kineticist aspects. ;p

The motive for joining the gladiator games would be for the novelty of doing so despite being a primary healer type; hence having to join up with more combat-minded associates. Plus there's always the necessity of building up some funds on behalf of the spirit animal familiar [Featherbound barding perhaps or...?].


Death-Lok wrote:

We currently have a barbarian, fighter/rogue, wizard, and monk/paladin/sentinel applying. I would like to see Geometer's druid. Here are some links:

GH Deities
World Map
Great map! The city of Greyhawk is the star in western Nyr Dyv, west of the Cairn Hills.
Blog about western Nyr Dyv

That map is really nice and detailed wow!

-----

@Death-Lok: I have never played through the AP, so was wondering if we should come up with our own tie-in to the Gladiatorial games (I assume this will be the main 'plot-hook' for now?), or if you have already something in mind?

In the case of Erianna, she would not be opposed to a contest of strength, though she might balk at the idea of doing it for the entertainment of others. Unless she has an underlying reason to participate. So I am trying to get a feel for the possible reasons for her to be in the 'right place at the right time' :)


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Today: Please explain what Admittedly, I tend to post in increments between a few days means exactly. I am looking for players to post at least once per day on the weekdays.

Erianna, the players' participation in the Champion's games is only a plot hook for the rest of the AP, which is to prevent the Age of Worms from coming to fruition. If we had played the AP from 1st level, the party would already be an established group and you would join the games with other motivations involved. However, since we're starting at 9th level, the idea of the party as an established group already seems artificial to me. What seemed interesting to me is that you each join the Games, which are nonlethal by the way (not like the Roman contests), say it for gold or glory or fame and then you will get grouped together in a team randomly, since the Games do not allow individual competitors. Then the story becomes how 4 strangers came together to save the world kind of thing. So the motivation for joining the Games should not be a big deal - I was just curious as to why you would join. It could be as simple as I just spent all my gold on magic items and need more gold.


I like the idea of coming together in such a way - am just looking for a 'loftier' reason for Erianna to join the games (glory and fame are not things she would be aiming at) :)

I guess I can take the angle of chasing 'self-perfection' and the games being a sort of fortitude and ability test for her. I will mull it over.


Death-Lok wrote:

...

Erianna, the players' participation in the Champion's games is only a plot hook for the rest of the AP, which is to prevent the Age of Worms from coming to fruition. If we had played the AP from 1st level, the party would already be an established group and you would join the games with other motivations involved. However, since we're starting at 9th level, the idea of the party as an established group already seems artificial to me. What seemed interesting to me is that you each join the Games, which are nonlethal by the way (not like the Roman contests), say it for gold or glory or fame and then you will get grouped together in a team randomly, since the Games do not allow individual competitors. Then the story becomes how 4 strangers came together to save the world kind of thing. So the motivation for joining the Games should not be a big deal - I was just curious as to why you would join. It could be as simple as I just spent all my gold on magic items and need more gold.

That's a bit of a difficult one for a wizard type; assuming that the Champion's games are supposed to be gladiatorial contests, presumably not wizards throwing spells around...


If the games are billed as a team exercise where you must be able to work with others, and all 'potential offensive and defensive skills' may be needed, then it would make sense that casters would be involved.

Especially if there was a 'signing bonus' for said wizards, clerics and such. One skill could be as simple as being able to detect evil, so Paladins are encouraged to apply...


@Death-Lok, if you could give us some in-game info about the Champion's games, it might make writing ourselves in easier... What are the games? Who organizes? Where (what setting, I get they're in Greyhawk City)? What prizes?


I just saw this - going to apply with a dwarven diviner wizard. He will be a knowledge guru, specializing in area of effect spells (fireball, etc.), and buffing party members with Diviner's Fortune 10/day. He will join the Champion's games as in his studies he discovered that it has been prophesized that he join and save the world. Will work on more details.

Wizard:

Harrigan Stonesight
Male dwarf diviner 9
NG Medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 83 (9d6+45)
Fort +9, Ref +7, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Arcane School Spell-Like Abilities (CL 9th; concentration +16)
. . Constant—detect scrying
. . 10/day—diviner's fortune (+4)
Diviner Spells Prepared (CL 9th; concentration +16)
. . 5th—cone of cold (DC 24), heightened fireball (DC 24), prying eyes
. . 4th—arcane eye, heightened fireball (2, DC 23), greater invisibility
. . 3rd—arcane sight, fireball (2, DC 22), fly, haste, lightning bolt (DC 22)
. . 2nd—frigid touch[UM], mirror image (2), scorching ray (3), see invisibility
. . 1st—feather fall, identify, mage armor (3), magic missile, snowball[UW]
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 18, Int 24, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Fast Study[UM], Greater Spell Focus (evocation), Heighten Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Skills Acrobatics +2 (-2 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +10 (+12 to notice unusual stonework), Spellcraft +19; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Draconic, Dwarven, Giant, Infernal, Orc, Terran, Undercommon
SQ arcane bond (ring of sustenance), forewarned, scrying adept
Combat Gear lesser acid elemental metamagic rod[APG], lesser extend metamagic rod, lesser intensified metamagic rod[APG]; Other Gear belt of physical might +2 (Dex, Con), cloak of resistance +2, handy haversack, headband of vast intelligence +4, ring of sustenance, wizard starting spellbook
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of sustenance) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +4 (10/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Forewarned 4 (Su) Can always act in surprise rounds.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Heighten Spell Increases spell level to effective level desired.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Erianna: For loftier expectations, that's up to you.
pad300: There's a cash prize for the winner, but I don't think the details are relevant now, until selected for the game.
Shadow_Fox: welcome!


Death-Lok wrote:
Today: Please explain what Admittedly, I tend to post in increments between a few days means exactly. I am looking for players to post at least once per day on the weekdays.

In that case, I wouldn't be able to fulfill your daily posting requirement, Death-Lok, so I'll withdraw from the recruitment. Good luck to all of the prospective players though. ;)


1 person marked this as a favorite.

No worries, Today. Be well.


Okay, I think all interested persons have posted to date and here is a summary:

Michael Hopkins - 2WF ranger?
Geometer - Plains druid - waiting for crunch
Erianna - Human fighter (unbreakable) 1/monk (sohei) 1/paladin (iroran paladin) 4/sentinel 3
Ivar - Human Unchained Invulnerable Barbarian 9
Elvanion - Elf Wizard (9) Air(Smoke) specialist
Sylvana - Elf fighter 6/unchained rogue 3
Harrigan - Dwarf diviner 9

I have PMed Michael and Geometer, so will give them time to post their characters, but selections will be done in next couple of days at the latest.


Here is my character submission!

The Exchange

Pathfinder Rulebook Subscriber

So here is the Druid I am submitting. I am still working on placing him in the world but I've gotten a few good leads. A few gear choices might change, and the Druid spell list is pretty big but otherwise I think he is solid.

Paric Root-Walker:
Paric Root-Walker
Male human druid (plains druid) 9 (Pathfinder RPG Advanced Player's Guide 100)
NG Medium humanoid (human)
Init +6 (+10 in plains terrain); Senses Perception +20 (+24 in plains terrain)
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 84 (9d8+36)
Fort +14, Ref +10, Will +19
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood quarterstaff +9/+4 (1d6+4)
Ranged sling +8 (1d4+2)
Special Attacks wild shape 2/day
Druid (Plains Druid) Spells Prepared (CL 9th; concentration +17)
. . 5th—baleful polymorph (DC 23), control winds[D] (DC 23), wall of thorns
. . 4th—aspect of the stag[D,APG], ball lightning[APG] (DC 22), dispel magic, greater flaming sphere[ACG] (DC 22), gravel vortex
. . 3rd—aqueous orb[APG] (DC 22), burrow[UM] (DC 21), dominate animal (DC 21), haste[D], stone shape, wind wall
. . 2nd—aboleth's lung[ARG] (DC 20), barkskin, chameleon stride[D,APG], euphoric cloud[ACG] (DC 21), gust of wind (DC 20), gusting sphere[ARG] (DC 20), lesser restoration
. . 1st—faerie fire, liberating command[UC], mount[D], obscuring mist, tears to wine (DC 19), tripvine (DC 19), windy escape[ARG]
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain Plains domain[UM]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 12, Wis 26, Cha 8
Base Atk +6; CMB +8; CMD 20
Feats Augment Summoning, Craft Wondrous Item, Improved Initiative, Natural Spell, Spell Focus (conjuration), Wild Speech[UM]
Skills Acrobatics +0 (-4 to jump), Bluff +0, Climb +4, Diplomacy +2, Disguise +0, Fly +8, Handle Animal +3, Heal +12, Intimidate +0, Knowledge (geography) +5 (+9 in plains terrain), Knowledge (nature) +13, Perception +20 (+24 in plains terrain), Ride +4, Spellcraft +13, Stealth +0 (+4 in plains terrain), Survival +12 (+16 in plains terrain), Swim +4, Use Magic Device +8
Languages Common, Druidic, Sylvan
SQ canny charger, migrating herd, nature bond (Plains domain[UM]), plains traveler, pounce, savanna ambush, wild empathy +9
Combat Gear wand of cure light wounds; Other Gear +1 hide armor, +1 darkwood quarterstaff, sling, belt of mighty constitution +2, cloak of resistance +5, first aid gloves, headband of inspired wisdom +6, 445 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Canny Charger (Ex) Charge through allies' squares, turn 90 during a charge, +4 dodge vs. enemy charges and +4 damage when readied for a charge.
Druid (Plains Druid) Domain (Plains) Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.
Migrating Herd (Su) Summoned herd animals gain +10' speed and double their spell's duration.
Natural Spell You can cast spells while in Wild Shape.
Plains Traveler (+4) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in plains terrain, and cannot be tracked there.
Pounce (2/day) (Ex) You may make a full attack as part of a charge.
Savanna Ambush (Ex) Concealment if prone in natural surroundings, stealth checks at no penalty while prone, stand up as an immediate action during the surprise round.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape

Grand Lodge

I am looking to build a cleric and want to know what domains/sub-domains are available. If you are closed and not looking for a healer type caster let me know.


Mei, all domains are available. The only limitation is Core feats.


I am guessing a group of eight would be out of the question? :D


hmmmm eight divided by two is still four...


Back with Sylvana's short background (I applied with the elven fighter/rogue). Basically, she grew up in the Celadon forest and as a teenager (in elven years), she lost her beloved sister Aurora, who died under mysterious circumstances. It turns out she was betrayed and she turned into a banshee and Sylvana has dedicated her life to becoming powerful enough to face her sister and end her cursed existence. She wants to set her soul free. However, banshees are CR 13 creatures so Sylvana adventures for gold and experience. She is joining the Champion's Games to win the grand prize and buy herself better equipment. Since this is an undead-based AP, when Sylvana will face her sister is left in the GM's hands.


A more filled out version of Elvanion Hathos

Background:

152 Winters ago, Elvanion was born in the northern Vesve forest. His parents (Eranion and Jacinda) raised him there until the depredations of Iuz became too fearsome. The family fled south to Celene and the city of Enstad. He was apprentice to the wizard Kelviernan, and from him learned the ways of magic. It was Kelviernan, an astronomer of some note, who brought him to worship Celestian.
An accomplished adventurer in his own right now (He’s been at it nearly a quarter century, although with breaks for spell research and item creation.), he has visited the Ruins of Castle Greyhawk and tombs in the Pomarj. In the great war he returned to the Vesve to fight Iuz’s forces with the elves there. He had a part in the fighting that formed the Defiled Glades.
Since the wars, he has drifted to the City of Greyhawk. He is currently a dues paying member of the Greyhawk guild of Wizardry.
Recently, he has also had his own encounters with Kyuss’s followers in the form of the cult of the Ebon Triad. That battle cost the life of his friend, Abeld the Silverlight (human cleric of Celestian) at the claws of the Sons of Kyuss.

Motivations:

Elvanion would much like to avenge his friend Abeld. He would be very happy to spoil their plans.
Why would he save the world? He is still a young elf, with centuries of joy to look forwards too.
Why is he at the tournament – he’s looking for good companions to join his quest for vengeance.

Appearance:

Classic elf, 5’4”, 122 lbs. Dark Brown Shoulder length hair, sparkling green eyes. Clean shaven, prefers greens and browns for clothes in general use


Demeanour:

Studious
Generally soft-spoken
Loves to be out in thunderstorms
His experiences with both the forces of Iuz and the cult of the Ebon Triad has resulted in a hatred of the undead.


Mechanical:

Elvanion Hathos
NG Male Elf
Wizard (9) Air(Smoke) specialist
Init +7 = +3 Dex +4 Improved Init
Speed 30 ft
120 ft Darkvision
Defense
AC : 16 = 10 + 1 (armor) + 1 Buckler +1 enhancement + 3 Dex
HP 65 = 6 +(8d6=>32)+9*2 Con +9 FCB
Fort + 8 =+3 Wiz+2 Con +3 Resist
Ref +9 =+3 Wiz +3 Dex +3 Resist
Will +10 =+6 Wiz +1 Wis +3 Resist
+2 vs Necromancy and curses (spells and SLAs)
CMD : 16 = 10 +4 bab+2 dex
Offense
Melee: ***
Ranged: ***
BAB : +4
CMB : +6 = +4 +2 dex
Wizard Spells Prepared
L0 (4+1 specialization,*) DC Detect Magic, Read Magic, Mage Hand, Prestigidation, Message (Air),
L1 (4+1 Specialization+2 Int) DC Windy Escape (air)
L2 (4+1 Specialization+2 Int) DC
L3 (3+1 Specialization+2 Int) DC ***
L4 (2+1 Specialization+1 Int) DC Greater Aggressive Thundercloud (Air)
L5 (1+1 Specialization+1 Int) DC Suffocation (Air),
Stats
Str 10 = 10 0 pts
Dex 16 =14 (5 pts)+2 racial
Con 14 =16 (10 pts) -2 racial (5 pts)
Int 24 = 16 (10 pts)+2 racial +2 lvl 4, 8 +4 enhancement
Wis 12 = 12 (2 pts
Cha 8 = 8 (-2 pts)
Feats: Improved Init (1st), Scribe Scroll (Wizard 1). Spell Focus Conjuration (Illustrious Urbanite), Craft Wondrous Item (3ed), Arcane Discovery – Fast Study (5th).Craft Wand (Wizard 5), Spell Penetration (7th), Arcane Discovery - Opposition Research, Earth (9th)
Quicken Spell (Wizard 10), Craft Staff (11th), Arcane Discovery - Staff Life Wand (13th)
FCB: +9 hp
Skills (2*9+9*6(int) ) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+10 = 9 ranks +1 Wis)
Spellcraft (+ 19 = 9 ranks +7 int +3 trained) +2 to ID (elven magic)
K Arcana (+ 19 = 9 ranks +7 int +3 trained)
K Planes (+ 19 = 9 ranks +7 int +3 trained)
Fly (+ 13 = 4 ranks +3 dex +3 trained +3 air supremacy)
K Religion (+ 19 = 9 ranks +7 int +3 trained)
Ride (+6 =3 ranks +3 Dex)
Linguistics (+ 19 = 9 ranks +7 int +3 trained)
K History (+ 13 = 3 ranks +7 int +3 trained)
Survival (+4 =3 ranks +1 wis)
K geography (+ 15 = 5 ranks +7 int +3 trained)
From Headband
K Nature (+ 19 = 9 ranks +7 int +3 trained)
K Dungeoneering (+ 19 = 9 ranks +7 int +3 trained)
Languages : Common, Orc, Sylvan (int), Draconic(int), Celestial (int), Gnoll(int), Goblin(int), Gnome (int), Flan, Auran, Sueloise, Ancient Balklunish, Old Oeridian, Terran, Ignan, Aquan, Undercommon,

Class Abilities:

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Bonded Object: Ring
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Racial Abilities:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spelllike abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


Equipment, 46000 gp (Total):

Magic ( 44035 gp)
Handy Haversack (2000gp ), Headband of Vast Intelligence +4 (8000 gp, Create Wondrous), Cloak of Resistance + 3 (9000 gp), Metamagic Rod of Extend (Lesser) 3000 gp, Ring of Sustenance (1250 gp, focus item), Boccob’s Blessed Book (6250 gp, Create Wondrous), Tome of the Transmuter (2635gp), Book of Harms (900 gp), Quarterstaff of Entwinned Serpents (5050 gp), 50 charge Wand of Command Undead (2250gp ,Craft Wand), 12 Charge Wand of Haste (2700gp ,Craft Wand)
Weapons(4 gp)
2 Daggers (4 gp)
Armor (2008gp)
Haramaki, Mithril Buckler+1 (2005 gp)
Equipment (830.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Spellbook, Miscellaneous Crafting Supplies (800) gp
122.59 gp in misc currency


Spellbooks:

L0 : All
L1 (9 Free + ?): Air Bubble, Windy Escape, Feather Fall, Grease, Deja Vu, Silent Image, Vanish, Protection from Evil, Stone Shield, animate rope, charm person, color spray, erase, floating disk, hush, mage armor, magic missile, protection from chaos, unseen servant, burning hands, corrosive touch, hydraulic push, hypnotism, ray of enfeeblement, shocking grasp
L2 (4 Free + ?) Command Undead, Fog Cloud, Glitterdust, Mirror Image, alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind, acid arrow, darkness, ghoul touch, gust of wind
L3 (4 Free + ?): Fly, Cloak of Winds, Haste, Major Image, arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow, fireball
L4 (4 Free + ?): Assume Appearance (Greater), Ball Lightning, Aggressive Thundercloud (Greater), Emergency Force Sphere, beast shape II, calcific touch, confusion, dimension door, stone shape
L5 (2 Free + ?): Suffocation, Wall of Stone

Mechanical intent:

1 more wizard level (making a total of 10), and then start taking levels in a prestige class. Either Stargazer (of Pulura) PrC or Soulwarden. (He meets either set of perquisites). Given Pulura doesn’t exist in the Greyhawk canon, I propose to associate the PrC with Celestian instead.

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