Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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Grand Lodge

Well I have a Full Spellcaster and a couple other options. Including a War zpriest tbat welds a whip as thier weapon


You do you, Brother... so long as it's within the resources allowed. All shapes and sizes are welcome!

The goblin's got you covered.


HP: 7d8 ⇒ (7, 3, 2, 1, 8, 4, 3) = 28

Edit: Reroll the nat 1

HP Re-roll: 1d8 ⇒ 2


You heard no me name, but if the paladin IS gone we need someone that can fight.


Well, that's gonna require a big set of revisions...


pad300 wrote:
Well, that's gonna require a big set of revisions...

What were you cooking up?


Fralk ibn Sabbah wrote:
pad300 wrote:
Well, that's gonna require a big set of revisions...
What were you cooking up?

A caster oracle...


1 person marked this as a favorite.

Not sure if you've had any exposure to this adventure or at least the way the boss man runs it...

It's what I'd call, Hack and Slash.

Some puzzles or brain teasers, too.


Is the group needing some ranged support? Was thinking of throwing a Zen Archer/Inquisitor to the mix :P

Just to confirm, Aasimar as a race is off the table, correct?


Core races only plus goblin


IMHO (I don't know what's in store)...

Ranged characters might be frustrated. Tight quarters, dungeon crawl in a couple of towers. My understanding could be limited.

I can't get a charge in (10') as a rogue scout archetype. They're are always two to the people in the way, hallways and doorways.

My 2 cents.

I don't mean to discourage, but better off with a straight up melee monk, from what I've seen thus far.


Well, Zen Archer Monks can get Improved Precise Shot at level 6 ;)

If the group could use a ranged support character, I could crunch him up. Half-orc probably.


Started building him, in case you wanted to take a look (still missing Skills - are you using Background Skills? And a Feat. I am also not sure about the wealth we would be allowed to start with, but this gives an idea):

Theraxx:

Theraxx
Half-orc inquisitor (ravener hunter, sanctified slayer) of Irori 2/monk (zen archer) 6
LG Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 18 (+1 deflection, +2 Dex, +1 monk, +6 Wis)
hp 67 (8d8+24)
Fort +13, Ref +10, Will +17
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +7 (1d8+2)
Ranged or
. . +2 adaptive orc hornbow flurry of blows +12/+12/+7 (2d6+6/×3) or
. . +2 adaptive orc hornbow +12 (2d6+6/×3)
Special Attacks flurry of blows, perfect strike 6/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
. . At will—detect alignment
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 2nd; concentration +8)
. . Mystery Battle
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 8
Base Atk +5; CMB +7; CMD 30
Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary
Skills Acrobatics +2 (+16 to jump), Intimidate +1, Sense Motive +7
Languages Common, Draconic, Orc
SQ fast movement, high jump, ki archery, ki arrows, ki pool (9 points, magic), monster lore +7, orc blood, revelation (war sight), slayer talent (battle), slow fall 30 ft., stern gaze +1, track +1
Other Gear +2 adaptive orc hornbow, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Tattoo +1 to all saves.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
War Sight (Su) Take your choice of 2 initiative rolls.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Grand Lodge

Fighter eh okay


I'll update Sir Wulf, so I don't have to worry about the spell thing


Albion, The Eye wrote:

Well, Zen Archer Monks can get Improved Precise Shot at level 6 ;)

If the group could use a ranged support character, I could crunch him up. Half-orc probably.

A Zen Archer can usually deal with tight places. Still need one of them casting spells.


Albion, The Eye wrote:

Started building him, in case you wanted to take a look (still missing Skills - are you using Background Skills? And a Feat. I am also not sure about the wealth we would be allowed to start with, but this gives an idea):

** spoiler omitted **...

are you using Background Skills? no. wbl


Is there any particular Knowledge skill the group might be lacking? Inquisitors are good at finding out monster abilities and such.


hmmm, history


Ok, here is the mechanical core of a frontline combatant inquisitor; and intimidate build. Needs mundane equipment and to fill out some feats.

Mechanical:

Inquisitor (Sanctified Slayer) 8
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’

Defense
AC: 23 =10+1 divine+2 dex +6 armor +1 armor enhancement +2 shield +1 shield enhancement
HP: 56 = 8+(7d8 => 7,3,2,2,8,4,3 = 29)+ 8*2 (con) +1 FCB
Fort +12 = +6 Inquisitor +2con +1 divine +2 Luck +2 Resistance
Ref +9 = +2 Inquisitor +2 dex +1 divine +2 Luck +2 Resistance
Will +13 = +6 Inquisitor +2 wis +1 divine +2 Luck +2 Resistance

CMD : 22 = 10 + 6 (bab)+2 (dex) +5 str

Offense +1 divine to hit and damage
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +10 = +6 (BAB) +5 str

Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Protection from Evil, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+1, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Shared Training
L3 (3, 2+1/day) DC 16: Heroism, Clay Skin, Shield of Wings

Race = Half-Orc (favored class: Oracle)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)

Skills: (6 +1 int)*8 = 56 Not including ACP (?)
Perception 8 ranks +3 trained +3 wis
Intimidate 8 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB
Sense Motive 8 ranks +3 trained +3 wis+4 stern gaze
K Religion 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Stealth 8 ranks +3 trained +2 dex
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str
+2ranks???

Languages: Common, Orc, Abyssal (int)
Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),
Feats: *** (1st), Power Attack (3ed), *** (Teamwork Feat 3ed), *** (5th), *** (Teamwork feat 6th, flexible), Cornugon Smash (7th), *** (Ranger Combat Style, Talented Slayer 8th)

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FCB: 1 hp +1 on Intimidate checks and Knowledge checks to identify creatures., 3 lvl 1 spells, 2 lvl 2 spell,

Class Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: War (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Studied Target (+2) (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Ranger Combat Style: ???

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (+4) (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Equipment 33000 gp:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Magic: Lucky Horseshoe (6800 gp), Cloak of Resistance +2 (4000 gp), Belt of Strength +2 (4000 gp), Wand of Cure Light Wounds (50 charges) (750 gp), Handy Haversack (2000 gp)

Armor: +1 MW Agile Breastplate (1550 gp), +1 Darkwood Heavy Shield (1257 gp),

Weapons: +1 Cruel Longsword (8315 gp)

31672 gp spent

Equipment:


Talented Slayer is one of many Class Features available in Pathfinder: Wrath of the Righteous.

poor Mitran priest - This is NOT the Mitra of Conan. This is Mitra from Babylonian lore.

Legend and Church history relate that it is nigh unto fifteen
centuries since the patriarch of Law and Good, Mitra,
established a sanctuary in this mountain pass. Tales were
told of his holiness and many pilgrims sought the wise man
to be healed and blessed. He was indeed a living Saint.
Near the end of his mortal years, it became his task to
lead a holy crusade against worshippers of the snake demon,
Set, destroying the demon's mortal form and routing his
army of evil. However, as a result of the encounter, Mitra
also died.
It was not long before pilgrims once again came to the
sanctuary seeking healing and blessing. Mitra's former
assistants began to call on their mentor's name, finding
power in it. Soon, Mitra's hermitage became the first temple
of the god Mitra. As the centuries fled by and the religion
spread, the founding place was not forgotten. Devotees
erected a tall, ornate, White Tower over the place where the
crumbling first temple once stood. Temple rites were
conducted by a High Priest and his entourage of patriarchs.
Not only humans, but also good creatures could often be
found waiting faithfully on the now ascended god.
After the battle, a millennium passed before Set, no longer
a demon, but a god of evil, saw fit to attack the birthplace of
the religion that opposed his.
On an overcast lightless night, a mighty tower of black
stone from the abyss appeared mysteriously out of nowhere,
crushing fully half the village in its wake. That night, those
villagers who could not reach the comparative safety of the
White Tower of Mitra were destroyed in the carnage that
ravaged the surrounding land. Very few survived to tell the
tale of what would happen.
The battle that week was dear. Mitra’s high priest was
murdered as he prayed and all but a few of his attendants
slain. Only the creatures of law helped the living survive.
The final events came quickly as the surrounding mountains
reacted to the disturbing power of magic that roiled the
ground. Landslides that left the village strangely intact,
though buried came down around them. Soon the area in
the pass was covered to depths of hundreds of feet.
The mystery of the destruction of the shrine was never
truly solved by those who investigated. The church, though
dumbstruck, quietly moved the spiritual heart of the religion
to the site of the battle in which Mitra originally died, in
Modron, some hundreds of leagues away.
It took a hundred years of digging before searchers found
the location of the original village. However, they
encountered the unexpected. Something was digging up to
meet them. Small amounts of treasure began to trickle out
the tunnels and Mitra's Fist became a popular stop for
trader’s enroute to the cities of the newly founded empire. It
was ten decades before news stopped coming from the village
and caravan leaders found excuses to brave the danger
fraught western passes rather than use Redmoon Pass.


This module was written by Paul (Jennel) Jaquays in 1979. In 2008, my wife and I rewrote it for 3.5. I am converting it on the fly to Pathfinder.


How about a Stone of Good Luck (Luckstone)? I don't use the source on the one you want.
Everything else looks fine.
You need a name for your character also.


brvheart wrote:

How about a Stone of Good Luck (Luckstone)? I don't use the source on the one you want.

Everything else looks fine.
You need a name for your character also.

Ok, I think you're a) talking to me, and b) are saying that the lucky horseshoe in equipment isn't in your source list, and are proposing replacing it with a luckstone. I don't mind, but a luckstone is 20000 gp, not 6800, and I'm thinking a free 13200 gp doesn't fly.

I will revise the equipment list... and try to finish the rest of the build.


So... I guess the possibility of two half-orc inquisitors is out of the picture?
I blame it on pad300 of course! :D


Lol, I really didn't want one but the goblin overruled me lol! Make your case for brothers?


So... They are brothers, and they hunt Evil together :)

One protects his allies with unyielding strength, while the other strikes from afar with lethal accuracy. Their bond has been forged through countless battles, and driven by a fierce loyalty to each other.


Presenting:

Terodius Mitrakin

Description:

One of the rare fast, heavy-set men, he’s bulky (228 lbs), but not tall (5’10”). His skin tends to a gray-green shade, his hair is still black (although he’s finding the occasional gray hair). Brown eyes. He has significant scarring on his face (from a ghoul’s claws), and a tattooed holy symbol on his right palm.

Mechanical:

Half- Orc Inquisitor (Sanctified Slayer) 8
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’

Defense
AC: 24 =10+1 divine+2 dex +6 armor +1 armor enhancement +2 shield +1 shield enhancement +1 NA
HP: 56 = 8+(7d8 => 7,3,2,2,8,4,3 = 29)+ 8*2 (con) +1 FCB
Fort +10 = +6 Inquisitor +2con +1 divine +2 Resistance
Ref +7 = +2 Inquisitor +2 dex +1 divine +2 Resistance
Will +11 = +6 Inquisitor +2 wis +1 divine +2 Resistance

CMD: 23 = 10 + 6 (bab)+2 (dex) +5 str

Offense +1 divine to hit and damage
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +10 = +6 (BAB) +5 str

Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Ear Piercing Scream, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+2 FCB, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Protection from Evil (Communal), Silence, Shared Training, ???
L3 (3, 2+1/day) DC 16: Heroism, Clay Skin, Shield of Wings

Race = Half-Orc (favored class: Oracle)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)

Skills: (6 +1 int)*8 = 56 Not including ACP (?)
Perception 8 ranks +3 trained +3 wis
Intimidate 8 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 STR (intmidating prowess)
Sense Motive 8 ranks +3 trained +3 wis+4 stern gaze
Stealth 8 ranks +3 trained +2 dex
K Religion 5 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str

Languages: Common, Orc, Abyssal (int)
Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),
Feats: Combat Expertise (1st), Power Attack (3ed), Lastwall Phalanx (Teamwork Feat 3ed), Hurtful (5th), Outflank (Teamwork feat 6th, flexible), Cornugon Smash (7th), Ranger Combat Style: Menacing >> Intimidating Prowess (Talented Slayer 8th), Extra Slayer Talent >> Shatter Defenses (9th), Improved Outflank (Teamwork Feat, 9th, flexible)

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FCB: 1 hp +1 on Intimidate checks and Knowledge checks to identify creatures., 3 lvl 1 spells, 2 lvl 2 spell,

Class Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: War (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Studied Target (+2) (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Ranger Combat Style: Menacing >> Intimidating Prowess

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (+4) (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Equipment 33000 gp:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Magic (16750 gp):
Rod of Lesser Extend (3000 gp), Amulet of Natural Armor +1 (2000 gp), Cloak of Resistance +2 (4000 gp), Belt of Giant Strength +2 (4000 gp), 2XWand of Cure Light Wounds (50 charges) (1500 gp), Handy Haversack (2000 gp), Traveller’s Any-tool (250 gp),

Armor (2807gp):
+1 MW Agile Breastplate (1550 gp), +1 Darkwood Heavy Shield (1257 gp),

Weapons (8315) gp:
+1 Cruel Longsword (8315 gp)

Weapons (781 gp): Alchemical Silver Cestus (25gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Smog Pellet X2 (80 gp), Shard Gel (25 gp), 40 Cold Iron durable arrows (80 gp), , WhipX2 (2gp) , MWK Composite Longbow (+5 Str) (900 gp)

Equipment (211.01 gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Wooden Holy Symbol (1gp), spell component pouch (X2, 1 in the haversack) (10 gp), Tattooed Holy Symbol (100 gp), Gauntlet Magnet (75 gp), Pomander (12 gp)

Alchemy (320 gp): Gravelly Tonic X3 (150 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin (50 gp), Sun Rod X5 (10 gp)

466 gp


Feats: Combat Expertise (1st), Power Attack (3ed), Lastwall Phalanx (Teamwork Feat 3ed), Hurtful (5th), Outflank (Teamwork feat 6th, flexible), Cornugon Smash

Two of these must be from the bonus feats list

Ranger Combat Style: Menacing
I don't even see Ulimate Intrigue even available for Herolab so I don't have it


3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.


+1 Cruel Longsword

You can take it but don't be too surprised if some Lion snaps it in half. There are paladins attached to this group that would not take kindly to a 'cruel' weapon.


brvheart wrote:

You heard no me name, but if the paladin IS gone we need someone that can fight.

please note, the paladin at this point will become a npc if Jhenn fails to return. It will mean she failed a ego check and like a gau'ould got taken over by Victoria instead of existing harmoniously like a tok'ra


pad300 wrote:
Fralk ibn Sabbah wrote:
pad300 wrote:
Well, that's gonna require a big set of revisions...
What were you cooking up?
A caster oracle...

I like the time and ancestor oracle


brvheart wrote:
Core races only plus goblin

or core race variants. But a grey or dark elf and duegar might get a raised eyebrow like our goblin.


Sun Rod X5

No flashlights or matches in my campaign. Get a torch, Ioun stone or a lamp.


brvheart wrote:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.

So, THIS POST is no longer valid. Ok, will figure out what to do with 3000 gp.


brvheart wrote:

Sun Rod X5

No flashlights or matches in my campaign. Get a torch, Ioun stone or a lamp.

But no problems with duct tape ("Adhesive Strip (5, 25 gp)") and super glue ("Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp)")?


Clay Skin no


Fralk ibn Sabbah wrote:

IMHO (I don't know what's in store)...

Ranged characters might be frustrated. Tight quarters, dungeon crawl in a couple of towers. My understanding could be limited.

I can't get a charge in (10') as a rogue scout archetype. They're are always two to the people in the way, hallways and doorways.

My 2 cents.

I don't mean to discourage, but better off with a straight up melee monk, from what I've seen thus far.

BIG STUFF IS COMING!!!!!


pad300 wrote:
brvheart wrote:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.

So, THIS POST is no longer valid. Ok, will figure out what to do with 3000 gp.

Ok,ok, it has been a long year and a half. You are correct sir.

Clerics of Mitra
These lawful good characters will gain a +1 bonus to all of
their attacks and defenses (+1 Divine bonus to Atk/Dam/
AC/Saves), including when attacking with spells or being
attacked by followers of Set. Followers of Set will include
any clerics, minions of Set, animated statues, Sons of Set,
giant snakes, and all traps in the Dark Tower itself.

I forgot I posted it. Bad dm, bad.


pad300 wrote:
brvheart wrote:

Sun Rod X5

No flashlights or matches in my campaign. Get a torch, Ioun stone or a lamp.

But no problems with duct tape ("Adhesive Strip (5, 25 gp)") and super glue ("Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp)")?

None whatsover and no issue with an ever burning torch.


brvheart wrote:

Feats: Combat Expertise (1st), Power Attack (3ed), Lastwall Phalanx (Teamwork Feat 3ed), Hurtful (5th), Outflank (Teamwork feat 6th, flexible), Cornugon Smash

Two of these must be from the bonus feats list

Ranger Combat Style: Menacing
I don't even see Ulimate Intrigue even available for Herolab so I don't have it

Not quite sure what you mean here, "Two of these must be from the bonus feats list"

I only have 2 teamwork feats: Lastwall Phalanx (Teamwork Feat 3ed) and Outflank (Teamwork feat 6th, flexible) from the inquisitor class.

I have 1 slayer talent (from Talented Slayer class ability at 8th level), which currently I have as:
Ranger Combat Style: Menacing >> Intimidating Prowess (Talented Slayer 8th)

Presumably you want me to take a different Ranger Combat Style; will revise...


brvheart wrote:
Clay Skin no

I like DR, it keeps me alive longer...

Do you object to Defending Bone?


brvheart wrote:
pad300 wrote:
brvheart wrote:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.

So, THIS POST is no longer valid. Ok, will figure out what to do with 3000 gp.

Ok,ok, it has been a long year and a half. You are correct sir.

Clerics of Mitra
These lawful good characters will gain a +1 bonus to all of
their attacks and defenses (+1 Divine bonus to Atk/Dam/
AC/Saves), including when attacking with spells or being
attacked by followers of Set. Followers of Set will include
any clerics, minions of Set, animated statues, Sons of Set,
giant snakes, and all traps in the Dark Tower itself.

I forgot I posted it. Bad dm, bad.

Ok, so this updated version applies only to "followers of Set". I presume it still comes with the 10% less gold... (although you haven't mentioned it).


Don't worry, you will be fighting them plenty.


Ciri Princess of Cintra wrote:
brvheart wrote:

You heard no me name, but if the paladin IS gone we need someone that can fight.

please note, the paladin at this point will become a npc if Jhenn fails to return. It will mean she failed a ego check and like a gau'ould got taken over by Victoria instead of existing harmoniously like a tok'ra

That's not creepy at all. But alas, G-unit hasn't posted in any of their other games since the 19th.


pad300 wrote:
brvheart wrote:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.

So, THIS POST is no longer valid. Ok, will figure out what to do with 3000 gp.

I have stuff to give you for armor weapons and belts ect


pad300 wrote:
brvheart wrote:
pad300 wrote:
brvheart wrote:

3000 gp (poor Mitran priest) “all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. “

Again, this is not applicle for this version of Mitra which is from 1979.

So, THIS POST is no longer valid. Ok, will figure out what to do with 3000 gp.

Ok,ok, it has been a long year and a half. You are correct sir.

Clerics of Mitra
These lawful good characters will gain a +1 bonus to all of
their attacks and defenses (+1 Divine bonus to Atk/Dam/
AC/Saves), including when attacking with spells or being
attacked by followers of Set. Followers of Set will include
any clerics, minions of Set, animated statues, Sons of Set,
giant snakes, and all traps in the Dark Tower itself.

I forgot I posted it. Bad dm, bad.

Ok, so this updated version applies only to "followers of Set". I presume it still comes with the 10% less gold... (although you haven't mentioned it).

See, that is what through me. There is no such requirement.


Albion, The Eye wrote:

Started building him, in case you wanted to take a look (still missing Skills - are you using Background Skills? And a Feat. I am also not sure about the wealth we would be allowed to start with, but this gives an idea):

** spoiler omitted **...

+2 adaptive orc hornbow

I do not have Adventurers Armory2 and cannot get it anymore for Herolab.

Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)

Again feats. Three of these need to be on the bonus feat list.


what I have so far:

Theraxx
Half-orc inquisitor (sanctified slayer) 2/monk (zen archer) 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115)
Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 66 (8d8+26)
Fort +11, Ref +8, Will +15
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 0 ft.
Melee unarmed strike +7 (1d8+2)
Special Attacks flurry of blows, perfect strike 6/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +8)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 8
Base Atk +5; CMB +7; CMD 23
Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary
Skills Intimidate +2, Sense Motive +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ high jump, ki archery, ki arrows, ki pool (9 points, magic), monster lore +6, orc blood, slow fall 30 ft., stern gaze +1, track +1
Other Gear cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, 26,000 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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