Wrath of the morally flexible

Game Master Mightypion

Kenabres Map

Maps

Ambush the ambushers

Current loot list

NPC cheat sheet


201 to 213 of 213 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Alright, tried a few more stat arrangements, couldn't get a Doru build working while keeping Channeling in-tact. The Half-elf build is at the top now. Still undecided how quickly I want the Gastraphetes to come online and conversely how quickly I want the Versatile/Aligned Channel shenanigans to come online, so I left both options for feats in.

Good luck to everyone.

Dark Archive

I have wanted to play in this AP for a long time. I plan to put up a Restorer Druid.

Druid HPs: 6d8 ⇒ (5, 2, 1, 5, 4, 5) = 22

Animal Companion: 6d8 ⇒ (6, 7, 1, 8, 4, 6) = 32

Dark Archive

Here is Thraag the Elder. A Restorer Druid of Sarenrae.

Background:

Thraag is a half orc. His orcish heritage came several generations back when his great grandmother had a daughter. His grandmother was touched by Sarenrae, but because of her orcish appearance, she was not liked in her small village and so fled the area. She ended up in Kenabres where she worked as a midwife and used a few blessings of Sarenrae to earn a living in the city. Thraag’s grandmother and father focused on their staying with the human cultre, and when Thraag came of age he rebelled by focusing more on his orcish heritage.

This led him to getting tattoos and learning from a passing shaman. Thraag learned from the shaman to appreciate nature, but his family's worship of Sarenrae was also a strong influence. Together, this led him to become a Druid who followed the general guidance of Sarenrae with the influence of an Orcish shaman. He took over his grandmother’s business and has spent much of his time acting as a healer in Kenabres while traveling around with his pet boar to protect him in some of the shadier areas of the city.

What does he bring?:

Thraag is a caster who brings a variety of Druidic offensive and utility spells to the group. His build is heavily focused on being a caster instead of a melee threat. As a Restorer, he can spontaneously change spells to Cure spells which gives him as much healing as the majority of clerics. He also has a tank for an animal companion. The animal companion will not ever overshadow the fellow PC’s, but will be useful in holding the line in combat. My Animal Companion is also a Medium sized creature which will work well when we are in the city. With Wild Shape I have a lot of utility to help the party, and I can speak with the party while Wild Shaped.

Stats:

Thraag the Elder
-------------------
Male Half Orc Druid (Restorer) of Sarenrae
N Medium humanoid (Orc, Human)
Init +2 ; Senses Perception +

--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 Shield)

hp: 51 (6d8+ 12 Con + 6 FC) [8, 5, 5 (2), 5 (1), 5, 5 (4)]

Fort +10, Ref +6, Will +14

Defensive Abilities:

--------------------
Offense
--------------------
Speed: 20 (30) Ft

Melee: Spiked Gauntlet +1 [d4+1; x2]

Ranged: Touch +6 [See Spell]

Special Attacks: Spells, Wild Shape, Animal Companion

Spell-Like Ability: Shield of Faith 1/day

Spells (CL 6; Concentration +12)
Level 0 (4): Detect Magic, Guidance, Light, Resistance
Level 1 (5): Faerie Fire, Liberating Command, Longstride, Produce Flame
Level 2 (4): Barkskin x2, Flaming Sphere, Lesser Restoration, Gusting Sphere
Level 3 (3): Burst of Nettles, Communal Resist Energy, Greater Magic Fang,

--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 12, Wis 20 (22), Cha 10

Base Atk +4 ; CMB +5; CMD 16

Racial Abilities:
Shaman Enhancement: You gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:
Nature’s Bond- Animal Companion: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Healing Touch: A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.
This ability replaces nature sense

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

This ability replaces spontaneous casting.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Enemy of Blight: At 4th level, a restorer can ignore the effects of an overgrown area that has been magically manipulated to impede motion. She can ignore these effects for a number of rounds per day equal to double her Wisdom bonus. These rounds don’t have to be used consecutively.
This ability replaces resist nature’s lure.

Wild Shape 2/Day: At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Mythic- Hierophant
Hard to kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

mythic power:Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

surge +1d6: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Traits
Touched by Divinity (Campaign Trait; Mythic [Heirophant])- Glory Domain (Shield of Faith 1/day): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can’t explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity.
Benefit: You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

Fate’s Favored (Faith Trait): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats:
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.)

Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables. +2 (an empowered spell uses up a spell slot two levels higher than the spell’s actual level.)

Natural Spell/i]: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

[i]Natural Spell (Mythic): When you’re using wild shape, you can use spell completion and spell trigger magic items that were on your person when you changed form. You don’t need to physically manipulate the items when you use them while using wild shape. Furthermore, you can speak normally when using wild shape.

Skills: Fly +11 [6], Handle Animals +14 (+18 w/Companion) [6], Heal +13 (14) [3], Knowledge: Geography +4 [1], Knowledge: Nature +9 [6], Linguistics +9 [6], Perception +19 [6], Spellcraft +11 [6], Survival +11 [2], Swim +10 [6]

Languages: Common, Orc, Druidic, Sylvan, Abyssal, Celestial, Infernal, Giant, Goblin,

Combat Gear: Spiked Gauntlet [5 gp, 1 lb], Handy Haversack [2000 gp, 5 lbs], Cloak of Protection +1 [1000 gp, 1 lb], Headband of Inspired Wisdom [4,000 gp, - lbs], +1 Dragonhide Plate [White] [4300 gp, 50 lbs], +1 Heavy Wooden Shield [1,157 gp; 10 lbs]

Gold: 1,068 Silver: 3 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
Holy Symbol 1/1 - Free Trait
Holy 3/3 -
50 ft rope* 1/1 5 10 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll x2* 1/1 5 0.2 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried in Haversack

Total Weight 64 lbs ; 43 lbs light or less/ 44-86 lbs medium / 87-130 lbs heavy

Boulder:

-------------------
Male Babirusa Boar
N Medium Animal
Init +1 ; Senses Perception +7 (Low Light, Scent)

--------------------
Defense
--------------------
AC 29, touch 11, flat-footed 28 (+7 armor, +1 Dex, +11 Natural Armor)

hp: 57 (6d8+18) [8, 6, 7, 5 (1), 8, 5 (4)]

Fort +9, Ref +7, Will +4 (+4 vs Enchantment spells and effects)

Defensive Abilities: Evasion, Devotion

--------------------
Offense
--------------------
Speed: 30 (40) Ft
Melee: Gore +10 (d10+9; x2)

--------------------
Statistics
--------------------
Str 22, Dex 12, Con 17, Int 2, Wis 13, Cha 4
Base Atk +4 ; CMB +10; CMD 20

Animal Companion Abilities:
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spell: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Feats:
Armor Proficiency (Light):

Armor Proficiency (Medium):

Improved Natural Armor: The creature’s natural armor bonus increases by +1.

Skills: Perception +7 [3], Stealth +6 [3]

Tricks-11 tricks : Aid, Attack x2, Break out, Guard, Heel, Defend, Down, Fetch, Flank, Protect

Combat Gear: +1 Chainmail Barding [1,450 gp; 40 lbs], +1 Cloak of Protection [1000 gp, 1 lb]

Carrying Capacity: 173 lbs or less Light; 174-386 lbs Medium; 387-520 lbs Heavy


Is this still recruiting?


According to Discussions, no, it's narrowed down to 2 of the three who submitted.


I forgot to mention, Dago's build will pick up and utilize Shield Other as one of the main sources of 'healing'. The perspective build is focused on transferring damage to Dago and then Dago self healing.


As an assignment: Write or PM me how your character would act in the following situation:

--You are a mid ranking member of the Crusade, having likely been an adventurer immidiatly. A deed you did caught Queen Galfreys eye, and she kept you in her "personal squad" since a battle at the outskirts of Nerosyan.

--You have accompanied Queen Galfrey to kenabres, she has informed you that she intends to have you supervise a group of quote:"Exceedingly unlikely *heroes* likely including one open worshipper of Demonlord Nocticula" who have apparently inflicted massive damage on Baphometan and Deskarite interests

--Negotiations begin, Queen Galfrey wishes to verify if the suspected Nocticula worshipper, one witch named Sahala, is evil or not. It is widely known that misleading "detect evil" is easy, but misleading "smite evil" is far more difficult. A "Smite" and a slap (with an open hand) has been suggested as an easy way of veryfying this. The group seeks to refuse this. You know that more dogmatic Crusaders will view a refusal to submit to such a procedure with extreme suspicion.

--You do know that Queen Galfrey is a lot more pragmatic and down to earth then her reputation, but it is a reputation she needs to uphold.


So. I decided to do it in-character rather than just... outright saying with how she'd react. Below is the in-character reaction to the current situation, with a bit of RAW interpretation and reading your gameplay involved.

In-character Reaction:

"Alignment! My specialty," Xotikeides states in her characteristic Iblydan accent as she clasps her hands together. "So! You said she pings as Chaotic, right? Every known method of alignment masking masks the entire alignment. And I can demonstrate if you're able to detect good and detect law for me. I could, to gain your trust that I'm not lying," she says, her tone of voice upbeat and reassuring, "hide the alignment of a known LG or CG person, such as a paladin, and you can detect that every axis of alignment is hidden."

She then offers her hand out to the party, "If you'll let me, I'll cast Undetectable Alignment on a Paladin to prove my point. So, do I have permission? Failing that, there are far less harmful options than a Smite-Slap to be used."

She then begins listing such options, starting off with what are probably the more likely ones. "Firstly, a powerful enough Cleric of a non-evil god can cast Healing Flame. This spell heals Good creatures, does nothing to Neutral creatures such as myself, and damages Evil creatures with holy energy... admittedly I'm not powerful enough to do so myself, yet." She extends one finger, indicating that she'll keep going, and then continues. "Or you could have her cast a non-harmful Enchantment spell, then try Dispelling Evil on it. Something like Bless or Aid would do," she says as she extends her second finger. "Thirdly, I believe smites don't have to be an actual manufactured weapon? I imagine, that if it works with an open palm -- a slap --" she says as she extends her third finger, finishing her list, "then something as miniscule as a pebble might work, right? So, do you believe me, or should we try one of the alternate methods I suggested?"

Grand Lodge

Cerpidy's reaction:

With a practiced motion, Cerpidy touches the handle of his whip he learned to use during his clerical training. The queen asked something of him that was usually performed by crusader inquisitors, not a Calistrian evangelist, making him remind himself of his training. This fills him with some pride, to be taken so seriously and with such trust. Her recommendation, however, was not his specialty. He wasn't even capable of doing it.

He says "Your Majesty, what you are suggesting would clearly be effective. I only wonder about the effect it would have on the crusade. We all know how quick people are to accuse someone they simply don't like of being a spy for the demon horde. I believe precedence is important. Would we really benefit from soldiers that start slapping each other to produce proof of fidelity?" While the cleric knows that one benefits from speaking diplomatically to superiors, even more with a monarch, he has some trouble controlling his own vanity. Adjusting his shirt, he breathes in and says "With your permission, I would suggest something more regal and potentially more effective. Openly appoint me as your advisor with this group. Not only would this send the message to the entire crusade that your Majesty has an eye and a hand in all crusade activities, but the actions of this witch will be far more informative of their inner self. When one is evil, it does not take long until an opportunity to commit an evil act is taken advantage of. This is when I can report on their true nature and your Majesty can decide on the next course of action."

Cerpidy knows that his recommendation is unusual, especially him offering himself for the job. With a drop of sweat falling down his temple, he adds "Your Majesty might wonder why I offer myself to this position. I must be frank with Your Majesty, I have a few personal reasons to embark on this. The first one, well, Your Majesty is well aware of my history with demonic cultists. I have vowed to exact my revenge on the cult of Deskari, and thus I can bring Calistria's wrath directly to my enemies. Secondly, this Sahala witch is a Nocticula worshiper. If this comes from a desire to fulfill physical needs and enjoy the pleasures of the flesh, I have one or two things to say to her about Calistria. See, my goddess is the purest form of carnal pleasure. I can show her that this demonlord only offers destructive pleasure in comparison to the revitilizing practices and rituals of my faith. What I am trying to say is, I am confident I can convert her." He doesn't say anything further, confident that the implications of his suggestion will be obvious to the queen. He bows his head in deference, having said his piece.

He has been more honest and forthcoming than what he is used to. Taking a mental note, he realizes that this must mean a great deal to him. Not only being trusted by the queen and leader of the crusade, but being able to state his opinion and make suggestions. He realizes how much he has grown since being a farmer's son. He thanks Calistria in his mind for this joy.


Dago's reaction:
Dago approaches the queen's tent nervously. Sure, she had seen what he could do, but that didn't make the situation easy. She had called on him without any context. Is this it? Was she going to let him go? Did she find a better healer? Dago's mind raced. So, he took a few deep breaths and straightened his new tunic. Can't keep her waiting...

The average young human man entered the queen's tent by just barely moving the tent flap out of his way.

"I have a question for you Dago," she said simply. She always got straight to the point. "I have a situation and I am curious what you would do."

Me? Why me? She's been queen for...well..a long time. Why would she seek advice from me?

She informed him of a situation involving a crew of four people that were talented. But, one of them was questionable. She wanted to enlist their help but the questionable one denied an alignment check. And, the other three supported the one.

Wait...four? Were these the four from the vision? If these were the four, then he needed to join them. But how?

"Dago."

Maybe he could come up with a reason he should join them.

"Dago."

He could heal. Yeah. Maybe they needed a healer.

"Dago!"

Dago snapped back into the tent. "Oh, sorry my queen," he says apologetically.

"It is fine Dago. What were you thinking?" she asked patiently.

"Well," he started slowly while rubbing his stubble. "I mean...if they need a healer you could send me." He then begins speaking quickly, "Because, if, you know, the questionable person starts harming people they shouldn't harm, or doing things they shouldn't do, you know, then I could just stop healing them. Right? And, you said that they had a paladin with them right? I mean, between me and him, you know, it should be fine..?"

This was it. What would she say?


Thanks for the submissions, Xoti, jump into gameplay and post what you just posted!

Dark Archive

Have a fun game!


Pathfinder Adventure Path, Rulebook Subscriber

Just throwing a dot in so I see this if you end up with another opening sometime since the concept sounds intriguing.

201 to 213 of 213 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment: Wrath of the mostly morally flexible All Messageboards

Want to post a reply? Sign in.