GMDQ's Forces of Nature

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
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rorek55 wrote:
just to clarify, the arcanist is not a valid option correct?
GMDQ wrote:
No arcanists, but sorcerer is fine.

Silver Crusade

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thank you.


stormraven wrote:


Hmmm… Some of what I wrote was incoherent rambling, apologies. Let me start again. I’d prefer to work with your pantheon, if possible. Thematically both Varan and Sefana are going in the right vein. The problem is that I can’t be a cleric of either deity AND still be a monk because monks have to be lawful.
I then thought, maybe I can still sort of work with your pantheon tangentially by using the cleric option to be dedicated to a divine concept instead of a specific god…

duh rulz wrote:
While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)
My ‘concept’ (subject to DM approval obviously) is that my cleric is something of a wanderer (itinerant priestess) herself and dedicated to the mission of The Wanderers to protect Scrithengard by keeping the balance. Admittedly, she is doing it on a much smaller scale. Perhaps she is even on her way to being a God-touched? Anyhow, that seemed like a good way to work with your pantheon, leapfrog over the alignment...

I admit to still not being sure of what quite what you're aiming for, but let me touch upon a few things:

1. You do not have to be Chosen or god-touched to be in the service of a god or their church. It just means that the god isn't keen on talking to you/hasn't seen fit to give you cool abilities. I.e., serving a god thematically/philosophically speaking is not limited to divine casters. Many churches/temples/congregations/meetings have ministers and lay servants that perform many important functions of the community--though they tend not to have the highest positions of authority, since gods actually do talk to Chosen, they want their leaders to have a direct line to the divine.

From a mechanical standpoint, someone who is not a divine caster could be any alignment and serve a particular god, though I'd need to see a really good backstory to accept why, for a hypothetical example, a regimented, honor-bound rules-stickler worships Lees, the god of cunning and secrets (but it's possible) or an evil necromancer serves the god of light and redemption (maybe he wants to be redeemed). So you could build any type of class concept and have them be a servant of a god's religious community, it just needs to come together well.

2. What is it about monk that you're particularly drawn to? Especially bearing in mind we've already got a few potential applicants with flurry abilities. Is it a particular class ability/theme or is it just that they are named "monk" which implies religious service? If the latter, you could be a "monk" by in character name and your character class could be ranger or bard or whatever. Is there another way you might build your concept?


Here you go. Spell selection may change based on the party and I have some money to spend still on scrolls and mundane gear but otherwise the submission is complete.

It does have one thing that is worth highlighting. She uses the Paragon Surge spell. This allows her to gain a single feat. She will often used Expanded Arcana to gain access to a single level 8 spell or two lower level spells for the duration of the spell. There is a clarification that once you make a choice for the day this is locked in for that day. This offers her quite a lot of flexibility which is unusual for a sorcerer so its worth highlighting at the start to make sure you are OK with it.

She does have quite a lot more spells than unusual as she has taken the extra spell known FCB every level from 4th. She also gets another 3 spells known from her bloodline and has bought many pages of spell knowledge. Happy to take suggestions on useful spells I have overlooked.

The robe of arcane heritage also means that she is treated as level 20 for her bloodline powers that she has so she can apply metamagic without increasing casting time and power charged items with her spell slots.

Lastly, her trait Eyes and Ears of the City is an Abadar trait from APG. I would suspect Merinn as the most appropriate analogue if you are happy with that. He and Aurit are certainly the two deities she is most drawn to.

I think everything else is from an approved source (or so Hero Lab claims as I only included allowed options).


rorek55 wrote:
Also, how do you handle 1min/per level buff spells in dungeons? Do they last several fights? Only one fight?

So this is 1st edition, where we don't go into different phases of adventure types. Spells that have a fixed duration always last that duration unless a preestablished condition in the rules makes it go away (e.g., you used up your stoneskin by getting hit a lot before the spell expired) or it's dismissed or dispelled. A spell would only expire once combat ends if the spell explicitly says it would in the description. If you've a GM that plays otherwise, they are either misunderstanding the rules or have a funky houserule.

1 minute = 10 rounds, where 1 round is 6 seconds each. So if you cast a spell with a duration of 1 minute, and a combat took 5 rounds to complete (i.e., the last hostile foe is subdued), you'd have another 30 seconds your effect would last. Now, outside combat that 30 seconds would lapse pretty quickly, but it still wouldn't end the moment combat ended.

I try to keep rough track of time that might pass outside combat, and ask players to do the same.

So if you find yourself underwater and cast air bubble to breathe when combat begins, and you're a 17th level spell caster, your air bubble lasts 17 minutes. If in this same scenario combat lasts 5 rounds, you still have 16 minutes and 30 seconds of air bubble. It isn't suddenly going to pop once the barbarian tears the shark attacking you in half. I am not going to explicitly count every single round or minute that passes, but once the PCs do stuff that takes up a little more than a quarter of an hour, I'll try to remind you that your spell is about to expire. You should try to stay cognizant of the time as well.


For high level games like this, especially if we have multiple buffers, I really recommend some sort of spreadsheet with them on as they can really get out of hand.


andreww wrote:
For high level games like this, especially if we have multiple buffers, I really recommend some sort of spreadsheet with them on as they can really get out of hand.

I'll discuss with the final group ways we can track of things. Two things I do that can help is (1) I ask folks to track their buffs in their "class" field on the alias (2) I post a summary of all buffs/debuffs I am aware of at the top of each combat round. It will probably be time consuming to do but that's why it's, at least for starters, a short game.


Just to add, I am happy with the posting expectations. I am currently running two games, one is nearly finished and I am not playing in anything else.


Notes about character creation, notes, reasons, and a bit of babble:

Initial stats
Str 15, Dex 14, Con 14, Int 12, Wis 13, Cha 8
Human ability score was strength
Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 8
Stat increases: +3 strength, +1 wisdom for
Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Belt of physical might +4 (str/dex) and headband of mental prowess +2(int/wis) turned her into
Str 24, Dex 18, Con 14, Int 14, Wis 16, Cha 8

Her armor class comes from
10 + 9 full plate +4 full plate enhancement + 2 heavy shield +4 shield enhancement +2 from shield focus +4 natural armor amulet +4 ring of protection + 4 dexterity (armor training from fighter lets her max dex bonus be +5) + 1 dodge (dodge feat cause she has 23 feats!!!) = 44

Saving bonus +5 from cloak of resistance, +1 from luck in a horseshoe, +2 to will cause of iron will, +4 vs fear from bravery = f18, r15, w16(20)

What else…

OH, she took the focused study alternate racial trait (giving her skill focus perception, sense motive, and diplomacy) instead of a single other feat. I think alternative racial traits were allowed but can shift from skill focus to alertness if not.

Other magic items bits: Ioun stone makes it so she doesn’t have to breathe, wayfinder keeps it from hovering around her head to scream THAT IS ODD, which Clarisa avoids. I know it is supposed to be a symbol of the society, there is nothing mechanically Golarion, but as with EVERYTHING I picked, I am happy to change it if it conflicts or annoys.
Ring of Freedom of movement is wonderful, darkvision from her goggles, a touch more speed from boots of striding and springing. Acid and Fire resistance from her armor. CALLED on her sword is fantastic, just the image of her holding out her hand and the sword materializing is Cool!!! But, cough, it is also great if she gets disarmed.

Her class skills are climb, handle animal, perception(from the seeker trait), professions, ride, sense motive (from the world traveler trait), survival, and swim. She took the favored class bonus in skill points every time, the human skilled racial ability, and the cunning feat to give her 102 skill points.

Skill choices. She is an observant person, it is her strongest trait as a fighter. Both get to +30 cause of 17 ranks +3 from class +3 from wisdom + 1 from the trait that made it a class skill for her and +6 from skill focus. The only other oddity is diplomacy cause it is at a -1 for her humble looks, still with skill focus, but no class skill. Fighters class skills… She does like talking though.

Oh and Knowledge local came from her headband of mental prowess, other than a single point she had in it like a lot of her knowledge skills.

Ride and handle animal comes from decades around horses, but never being responsible for them in particular. Profession soldier is from the same vein, she has been in wars (if there have been major conflicts that could be called as such, and that she could find herself drawn to fighting in, just basic soldiering if not). Swim, fishing, sailing, and knowledge nature (for fish) come from her childhood more than anything else. She is a Free Coastian. Throw in a couple of points in linguistics and a point in geography cause she has traveled enough to know something at least. I am not 100% I picked the best languages for where she might have been. Knowledge religion cause she does have faith, just never spent time studying it.

Combat Expertise/Power Attack will be traded off based on the situation, hold the line or break the line, leading to her desire to be versatile. Versatile John? You might ask since she is heavily into weapon focus and weapon specialization of a single weapon. Well… um, those are just Really nice. I did completely forget about greater weapon specialization which I JUST noticed… so not all bad.

Improved shield bash is just a versatile choice as well since she will be using her sword most of the time, but if someone who knows things yells to her BLUNT weapons are REALLY effective here, she could just bash instead of pull out her hammer. (but I might look at dropping it for the more wonderful greater weapon specialization)

Ranged is her greatest weakness, so she has a bow. In case.

Also she does have a horse, and I assume it is more than likely going to be left in the stable back in Scrithengard. It was only about 300gp out of the wonderful 410000. I haven’t even named it yet.


Working on making this alias a ranger/fighter hybrid. Hopefully done in a day or two. 17th level is a lot of options.


Hmm... On one hand, I don't know if you'll let me, as this will most likely require pre-game crafting. On the other, it would be *incredibly* fun to do...

Quick question: How do you feel about a construct-focused wizard? As in, a wizard focused around creating and utilizing constructs? If so, what would the rules for pre-game crafting be- the usual +50% if we have multiple crafting feats?

I know I want to play a high-level divination focused wizard, because I've always wanted to play someone who could plan ahead and essentially work with a team to create a bunch of chaos, and this seems like the best game to do so.

Scarab Sages

Rae Lighttouch

Rae's father was a divination wizard, her mother a druid. They were drawn together through their shared deity, Leokh.

Both of them wanted her to follow in her footsteps. Her choice could have torn the family apart. Instead, she didn't choose. She followed the path of both types of magic. Yet she still tore the family apart.

Rae became more interested in magic itself than using it for any particular purpose. She chose to worship Aurit, and she chose not to take a companion.

She chose fire.

Rae loves to burn things, but is not so foolish as to have no alternatives for things that stubbornly refuse to burn. While totally neutral, she has learned not to burn things that will bring public disapproval. The path of adventure gives many opportunities to burn, and Rae takes them all.

Hooks:
Rae has a long history of adventuring, but no particular loyalty to one party or group. It's quite possible she's adventured with the others once or twice over the years.

Stat block:

Rae Lighttouch
Half-elf druid 3/mystic theurge 10/wizard 4
N Medium humanoid (elf, human)
Init 3; Senses low-light vision; Perception +33
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Defense
--------------------
AC 14, touch 14, flat-footed 14 (+3 deflection, +1 insight)
hp 183 (17 HD; 14d6+3d8+109)
Fort 18, Ref 13, Will 24; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep, fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee locked gauntlet +9/+4 (1d3 B)
Domain Spell-Like Abilities (CL 13th; concentration +19)
. . 9/day—fire bolt (1d6+1 fire)
Druid Spells Prepared (CL 14th; concentration +20)
. . 2nd—produce flame[D]
. . 1st—burning hands[D] (DC 21)
. . D Domain spell; Domain Fire domain
Wizard Spells Prepared (CL 17th; concentration +24)
. . Opposition Schools Water
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Statistics
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Str 11, Dex 10, Con 20, Int 24, Wis 22, Cha 10
Base Atk +9; CMB 9; CMD 23
Feats Alertness, Elemental Focus (fire)[APG], Greater Elemental Focus[APG], Greater Spell Focus (evocation), Greater Spell Penetration, Lightning Reflexes, Reach Spell[APG], Scribe Scroll, Skill Focus (Survival), Spell Focus (evocation), Spell Penetration, Toughness
Traits magical knack, reactionary
Skills Acrobatics +4, Appraise +12, Bluff +1, Climb +5, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +21, Handle Animal +21, Heal +11, Intimidate +1, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (local) +28, Knowledge (nature) +23, Knowledge (planes) +17, Knowledge (religion) +22, Linguistics +12, Perception +33, Ride +1, Sense Motive +9, Spellcraft +21, Stealth +1, Survival +35, Swim +5; Racial Modifiers +2 Perception
Languages Abyssal, Common, Cyclops, Draconic, Druidic, Elven, Giant, Goblin, Ignan, Infernal, Sylvan
Combat Gear acid elemental metamagic rod[APG], cold elemental metamagic rod[APG], greater electricity elemental metamagic rod[APG], lesser acid elemental metamagic rod[APG], pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), staff of fire; Other Gear locked gauntlet, amulet of spell mastery[UE], belt of mighty constitution +4, blessed book, cloak of resistance +5, dark blue rhomboid ioun stone, dusty rose prism ioun stone, handy haversack, headband of mental prowess +6 (Int, Wis), orange prism ioun stone, ring of evasion, ring of protection +3, stone of good luck (luckstone), wizard starting spellbook, 52,042 gp
--------------------
Special Abilities
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Arcane Bond (Amulet of spell mastery) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
combined spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Druid Domain (Fire)
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elf Blood
Elven Immunities - Sleep
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fire Bolt 1d6+1 fire (9/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Fire Jet (1d6+2 fire damage, 10/day, DC 19) (Su) 20 ft line deals damage and sets targets on fire for 1 round (Ref part).
Fire Supremacy (Fire damage 2) As a swift action, pull fire from campfire (or larger) in 5 ft for 1 rd. Foes striking with a non-reach wep take fire dam.
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Fire
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex)
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Synthesis (1/day) (Su) Cast two spells with +2 vs. SR and -2 to save if a foe is subject to both.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Water You must spend 2 slots to cast spells from the Water school.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I understand and agree to the expected posting rate of at least once every two days.

Still working on spellbook. HeroLab and a Blessed Book don't interact well, as it's tough to figure out what just renting an NPC's book costs.


Okay, this is Ouachitonian's character. Grod is a wandering priest/friar of Varan, keeping the roads safe for the common people anywhere, anytime. Mechanically, he's a Warpriest (Sacred Fist) 17. I lean into the "punching people for fun and profit" side of things. He carries a dagger and a sling, but mostly he hits people, hits them hard, and hits them a lot. Not to say he's some poor ascetic, oh no! I used almost all of the allotted starting gold, mostly on the standard sort of stuff: belt, headband, bracers, cloak, amulet of mighty fists, monk's robe, etc. His spells are mostly for fighting, though as a good-aligned warpriest he can spontaneous cure if need be. He's also heavily invested in the spell Blood Crow Strike, to include using a combination of Quicken Spell, Preferred Spell, and Spell Perfection to be able to spontaneously cast it as a swift action in his 4th-level and higher spell slots. It really combines beautifully with Flurry, it's like the spell was designed especially for the Sacred Fist archetype (it actually came out some time before the ACG, so maybe the archetype was designed to use the spell. idk.). Other than that he packs mostly buffs or other attack spells: Divine Favor, Shield of Faith, Searing Light, Divine Power, Flame Strike, Righteous Might, etc. He rounds that out with a few that might come in handy out wandering the road: Communal Endure Elements, Tongues, Comprehend Languages, Create Food and Water, etc. He's not great for utility (beyond those spells), but he's good at hitting people very hard. Also he can fly (headband of Aerial Agility). He's no wizard, and not your traditional cleric. Neither is he a fighter or barbarian type. But He can do a bit of everything. Those are the kinds of characters I like the most. I usually do builds like this from the arcane side (Magus, Dragon Disciple, Vivisectionists, etc), but I had a lot of fun building a gish-type character from the divine side this time.

I should note that the statblock in the alias is pretty much completely unbuffed: it takes Fly into account because he has that constantly from his headband, and power attack, because I expect to use that a lot, but no other buffs. I can post a buffed statblock as well if you like.


I decided to switch my concept up. The idea I had for the Inquisitor is just a bit too MAD, which is hard to pull off with only a 20 point buy.

Thus, I am going to make an Investigator who worships Lees.

Two questions: What's your settings big city ala Waterdeep or Absalom?

Also, is there a general 'hook' to get PCs from elsewhere in the world to Ramsmouth?

Actually, I lied, I have a 3rd question: Can you give us some general info on Ramsmouth? Population/demographics(roughly on both), alignment of the city, what's legal/illegal, etc?


Violant wrote:

May I present, Krowys: The Translator, Aphorite Pact Witch of Axis.

Also known as "turning 17 ranks into Linguistics into a character concept," which is why I asked for a list of languages, I was worried I'd actually run out of languages to use for the linguistic ranks.

Presumably would be a mix of healer and standard magic user in terms of party composition, if you're taking that into consideration.

Oh yeah, I also agree to post at least, presumably more than, once every two days! Nearly forgot that.

(This is Violant's submission)


GMDQ wrote:
I admit to still not being sure of what quite what you're aiming for... ...What is it about monk that you're particularly drawn to? Is it a particular class ability/theme or is it just that they are named "monk" which implies religious service? If the latter, you could be a "monk" by in character name and your character class could be ranger or bard or whatever. Is there another way you might build your concept?

It is largely a playstyle preference. I enjoy playing lightly armored and fast characters. In addition, when you might have characters racing all over the battlefield (like in high level play), having a healbot who can get from A to B quickly to support a teammate is worthwhile.

I’ll look at the other available classes for a class combo that I may enjoy playing.


stormraven wrote:
.I’ll look at the other available classes for a class combo that I may enjoy playing.

@stormraven - If you can get the backstory for the alignment thing to work (I'm sure you can), you can take my Flurry-ous Applicant slot :)

I've been playing a lot of Rogues and Brawlers lately. Gonna try to switch it up.

I'm not all that great at it, but I think I was well on my way to optimize flurry.

I recommend Pummeling Style, Pummeling Charge, Jabbing Style and Branch Pounce (when you get that awesome mobility jumpiness distance!).

Peace!


Before I get too far into my build, I want to verify that the Psychic Detective is approved.

Also, slight switch to my above concept: I'll be taking 10 levels Inquisitor/7 levels Investigator.

Still gonna be a worshiper of Lees, thus would either the Clandestine and/or Secrets inquisitions be granted by him??

Finally, out of absolute sheerest curiosity: Any chance you'll allow me to trade the bonus teamwork feats the Inquisitor gets for a second inquisition? I don't super need teamwork feats for this concept, but none of the archetypes that trade them out fit the character.


Application Summaries
Full Submissions
JohnGs -- Clarisa Blackwater, LN human fighter 17 Further build deets
Violant -- Krowys the Translator, LN Aphorite Pact Witch of Axis
Djack Nymball -- Kaliban, NG Human Snakebite Striker Brawler 13/Scout UnRogue 4 (But may be changing application)
andreww -- Mira the Obscure, N Human Wildblooded Sorcerer
LucianC -- N Human Half-Elf Druid3/Wizard 4/Mystic Theurge 10
Ouachitonian -- Grod the Cunning, NG Half-Orc Warpriest (Sacred Fist) 17

Interest/Concepts
Andostre -- Gnome Barbarian (possibly very tall)
Monkeygod -- Inquisitor and/or Investigator
Lucendar -- Some type of Melee Build
Ouachitonian -- Sacred Fist Warpriest
SuperTumbler -- ??/Mammoth Rider
Zephyr Amir -- Sylph Sky Druid Druid
Stormraven -- Aasimar Cleric/UnMonk
Ironparenti -- Marcus Nocturnus, Ranger/Fighter
Lawful Lilly -- Diviner Wizard


Krowys wrote:
Violant wrote:

May I present, Krowys: The Translator, Aphorite Pact Witch of Axis.

Also known as "turning 17 ranks into Linguistics into a character concept," which is why I asked for a list of languages, I was worried I'd actually run out of languages to use for the linguistic ranks.

Presumably would be a mix of healer and standard magic user in terms of party composition, if you're taking that into consideration.

Oh yeah, I also agree to post at least, presumably more than, once every two days! Nearly forgot that.

(This is Violant's submission)

Same. I will be sure to post every couple of days, even if only to say “It’s not my turn yet, waiting on the other guy.”


@Mirabelle aka Mira the Obscure: Eyes and Ears of the City applying to Merinn is fine

@Lawful Lilly: A diviner wizard of course would be fine. I like the *idea* of a construct-focused wizard but am worried that for the briefish scope of the adventure that the complexity of building one and managing it at such a level might not be the best use of your and my time. You could take a clockwork familiar without much difficulty, but I realize that's not the same thing. Another option could be an unSummoner with a construct-looking eidolon...

@Monkeygod
General concept of inquisitor/investigator of Lees works. Archetypes that use class features from banned classes are not allowed. Psychic Detective casts psychic spells, which is from a banned class, so no. MAD should be mitigated by the 410,000 WBL allowance toward magic items, including statboosting gear. I'd rather see well-rounded PCs than minmaxed.

Quote:
Two questions: What's your settings big city ala Waterdeep or Absalom?

There is no single "big city" but I'd say of the setting's larger city, Haven's Hold is the "Adventurer's City" with its massive Adventurer's Guild and the most racially, ethnically, and professionally diverse. The "crossroads city" would be Three Points in the Empire, which sits at the border of Zweidor and Vargild and tends to be a frequent Rover stop. In addition to being a major trade hub, it has a massive magic academy run by Aurit there where all the best mages study. On the Free Coast, we have the biggest port city, San Elspet, which I have least fleshed out but is a good source of intrigue, piracy, and rumored dragon sightings. Chances of your interacting with any of them in the adventure are little, but I hope that informs any background info.

Quote:
Also, is there a general 'hook' to get PCs from elsewhere in the world to Ramsmouth?

Once the PCs get looped in together, likely they will teleport there, either by their own power or via an NPC. Or depending on what we discuss, they may just start there.

Quote:
Actually, I lied, I have a 3rd question: Can you give us some general info on Ramsmouth? Population/demographics(roughly on both), alignment of the city, what's legal/illegal, etc?

Here's the statblock below; I've left out notable PCs because spoilers. Ramsmouth is part of the province of Janqes on the Free Coast. Think of it as Cambridge, Massachusetts, maybe, if it somehow had its own harbor and was on a large island off the coast and it had a volcano nearby? Nothing unusual about what's illegal/legal: don't murder/steal/commit fraud, etc.

Note the PCs will be dealing with an emergency in Ramsmouth so there will not be initially a whole lot of time to explore the city.

Ramsmouth Settlement Statblock:

City of Ramsmouth
N large city

Corruption +2; Crime +1; Economy +3; Law +3; Lore +3; Society +2
Qualities Academic, Holy Site, Insular, Magically Attuned, Strategic Location
Danger +10
Demographics
Government Autocracy
Population 15,000 (11,850 humans, 1,350 halflings, 750 dwarves, 450 gnomes, 300 elves, 150 half-elves, 140 half-orcs, 10 planarkin)


GMDQ wrote:

Application Summaries

Full Submissions
JohnGs -- Clarisa Blackwater, LN human fighter 17 Further build deets
Violant -- Krowys the Translator, LN Aphorite Pact Witch of Axis
Djack Nymball -- Kaliban, NG Human Snakebite Striker Brawler 13/Scout UnRogue 4 (But may be changing application)
andreww -- Mira the Obscure, N Human Wildblooded Sorcerer
LucianC -- N Human Half-Elf Druid3/Wizard 4/Mystic Theurge 10
Ouachitonian -- Grod the Cunning, NG Half-Orc Warpriest (Sacred Fist) 17

Interest/Concepts
Andostre -- Gnome Barbarian (possibly very tall)
Monkeygod -- Inquisitor and/or Investigator
Lucendar -- Some type of Melee Build
Ouachitonian -- Sacred Fist Warpriest
SuperTumbler -- ??/Mammoth Rider
Zephyr Amir -- Sylph Sky Druid Druid
Stormraven -- Aasimar Cleric/UnMonk
Ironparenti -- Marcus Nocturnus, Ranger/Fighter
Lawful Lilly -- Diviner Wizard

Don't think you linked to the Translator, you linked to Blackwater again. Just thought I'd let you know.

Dark Archive

Ohh, a 17th level game. This seems fun! I've got a few ideas bouncing around. Kineticist, summoner, oozemorph...

I'll give the setting a solid read so I can pick something that fits a bit more snugly.


Here is Vinnick, a divination wizard, with a focus on "life energy" (necromancy). Its a character concept I used in another game that didn't get particularly far but I feel can be a good fit just about anywhere.

quick synopsis is he uses his divination magic in order to find out about magical relics/artifacts and pursues them. He had a revenge scheme , but since that was in regards to the whispering way and a couple rival noble houses, I'll say he's more or less sufficiently accomplished those. He is level 17 after all. I find his other general goals are a good fit for most settings as well. I can fill out his story listing *how* he got 17, if you would prefer as well. More well laid out background and goals in profile as well though.

Image and Mythweavers sheet are linked in his profile. Its still a bit of a Work in progress, but its by and large finished.


Krowys wrote:


Don't think you linked to the Translator, you linked to Blackwater again. Just thought I'd let you know.

Sorry! Copy paste error. Will fix it tonight after work.

Rosc wrote:

Ohh, a 17th level game. This seems fun! I've got a few ideas bouncing around. Kineticist, summoner, oozemorph...

I'll give the setting a solid read so I can pick something that fits a bit more snugly.

For more important for the purposes of this recruitment than the setting, please read the restricted sources, races, and classes please, as you've listed two things you can't play. :)

@Vinnick, noted, will you to the list. EDIT: Actually looked at the submission. Necromancers are hated in this setting, and necromancy is seen as explicitly evil as it could destroy the world because of reasons related to the goddess who created the world. While I've said setting matters aren't that influential on the campaign, I feel like I should mention this as you may wish to consider other options that might better suit this particular heroic planar adventure.


hmm. The intent is to be a definite grey area with necromancy and create some friction. I can easily work him to having vowed never to utilize necromancy to raise the dead, which seems to be one of the bigger concerns about it in the setting. It wouldn't take or change the character enough to even blink at really. And of course, being one of the likely few high level magic users, many eyes would be on him regularly. Or is the simple act of casting necromancy spells enough to turn one evil? A "use it to defeat it" kinda vibe could be worked in as well.

If you are up for the friction I'm all for it. Though if you would rather, I can see about rolling up something else.

As an aside, If you are up for it, do you have any suggestions for the nation he would be from? I've read over them but was wondering your thoughts on the matter. Personally I enjoy the idea of him coming from The Free coast despite being an elf. It might also go a ways to how he managed to practice and learn necromantic magic. Tor Alva could work, but so too could he have spent some time in Sheenosek.


1 person marked this as a favorite.
Djack Nymball wrote:
stormraven wrote:
.I’ll look at the other available classes for a class combo that I may enjoy playing.

@stormraven - If you can get the backstory for the alignment thing to work (I'm sure you can), you can take my Flurry-ous Applicant slot :)

I've been playing a lot of Rogues and Brawlers lately. Gonna try to switch it up.

I'm not all that great at it, but I think I was well on my way to optimize flurry.

I recommend Pummeling Style, Pummeling Charge, Jabbing Style and Branch Pounce (when you get that awesome mobility jumpiness distance!).

Peace!

I am interpeting this to mean you're submitting a different character, which is fine.

I will point out to you and others so far very few people have submitted skill-based characters like rogues; while many of the submissions are certainly skilled, this is something to consider for you and all the rest who have submitted interest but have not assembled builds. Right now I think the only other skill-focused character is still in the concept phase and is Monkeygod's investigator/inquisitor.

I also want to make very clear I think the builds and concepts seen so far are GREAT and don't want folks to feel like they submitted the "wrong" thing because I really am excited by a lot of what I am seeing.


Djack Nymball wrote:
stormraven wrote:
I’ll look at the other available classes for a class combo that I may enjoy playing.
@stormraven - If you can get the backstory for the alignment thing to work (I'm sure you can), you can take my Flurry-ous Applicant slot :)

As my father would say, you are a gentleman(-woman) and a scholar, Djack! I appreciate the offer but I seem to be tacking into the wind in a couple different ways so I’m looking to move away from Monk-y business (though maybe not clerical business) altogether. :)

Cheers!


stormraven wrote:
Djack Nymball wrote:
stormraven wrote:
I’ll look at the other available classes for a class combo that I may enjoy playing.
@stormraven - If you can get the backstory for the alignment thing to work (I'm sure you can), you can take my Flurry-ous Applicant slot :)

As my father would say, you are a gentleman(-woman) and a scholar, Djack! I appreciate the offer but I seem to be tacking into the wind in a couple different ways so I’m looking to move away from Monk-y business (though maybe not clerical business) altogether. :)

Cheers!

Awww... shucks!

I was looking forward to supporting you from afar with a Ranger/Horizon Walker & a Heavy Crossbow.

I got your back, partner!


Vinnick Varzel wrote:

hmm. The intent is to be a definite grey area with necromancy and create some friction. I can easily work him to having vowed never to utilize necromancy to raise the dead, which seems to be one of the bigger concerns about it in the setting. It wouldn't take or change the character enough to even blink at really. And of course, being one of the likely few high level magic users, many eyes would be on him regularly. Or is the simple act of casting necromancy spells enough to turn one evil? A "use it to defeat it" kinda vibe could be worked in as well.

If you are up for the friction I'm all for it. Though if you would rather, I can see about rolling up something else.

As an aside, If you are up for it, do you have any suggestions for the nation he would be from? I've read over them but was wondering your thoughts on the matter. Personally I enjoy the idea of him coming from The Free coast despite being an elf. It might also go a ways to how he managed to practice and learn necromantic magic. Tor Alva could work, but so too could he have spent some time in Sheenosek.

If you're manipulating negative energy but not raising undead, that shouldn't be an in-setting issue. You may wish to consider how the character will get along with potential party members.

You can be from anywhere you want, but at a glance, perhaps a Tor Alvan exile whose community feared his magical experiments could go Too Far, who moved to the Free Coast. Or if in doubt, Haven takes all comers.


stormraven wrote:

...but I seem to be tacking into the wind in a couple different ways so I’m looking to move away from Monk-y business (though maybe not clerical business) altogether. :)

Cheers!

Awww... shucks!

I was looking forward to supporting you from afar with a Ranger/Horizon Walker & a Heavy Crossbow.

I got your back, partner!


I'm working on an investigator for this. We'll see if I can get it done. Seventeenth is a lot. :)


Vinnick would get along fine with most, he would be used to people being wary, cold, or down right confrontational most likely. Though, perhaps weary of it. He also knows it serves his own best interests to keep in peoples good graces. Even if that means sticking his own neck out from time to time.

I think, to play into his original story, he came from a noble house in Tor Alva, but was exiled for his research into necromancy, which was largely just attempts to replicate life saving curative magics of the divine. After his exile, I'll say he spent some time in Sheenosek where he learned a great deal more in the art of necromancy magic and making a name for himself as troublesome to the powers that were in the nation. Before having to leave and ending up in Haven where he knew he would have a fair amount of political pull and freedom and set up a wizard tower of his own somewhere off screen, as it were. From which he has recently set out on several exhibitions to collect magical relics and artifacts or cursed items from the world.


Apologies for the double post, earlier... glitch in the system.

Regarding Languages, I've tried to do my best and I know they could just be considered monster languages, but...

* Draconic
* Orc
* Sahaugin (monster?)
* Saurian (Lizardfolk)
* Sylvan
* Undercommon

I've also taken:
* Alvan (yes, and the chipmunks!)
* Androsic
* Aquan
* Firas Trade (Common)
* Gelt/Marsh
* Skarrish
* Zweidoran

If Lizardfolk speak Marsh and Orcs something else, that's fine... he's not so much a linguist as well traveled.


Monsters speak whatever languages they speak in their statblock, I'm not so precious about the world to change that. :) Plus any regional languages as appropriate. Lizardfolk in the marshalnds might speak Marsh, ones from Sogard might speak Manu, in addition to their usual language (can't remember if that's Saurian or Draconic).

Dark Archive

GMDQ wrote:


Rosc wrote:

Ohh, a 17th level game. This seems fun! I've got a few ideas bouncing around. Kineticist, summoner, oozemorph...

I'll give the setting a solid read so I can pick something that fits a bit more snugly.

For more important for the purposes of this recruitment than the setting, please read the restricted sources, races, and classes please, as you've listed two things you can't play. :)

Ohh, my bad. Didn't see that there was a clarification a few posts down. I'll adjust my designs accordingly.

Maybe a shadowdancer? Hmmmmm....


Would it be alright if I picked my spells/formulae should I be chosen?

Dark Archive

You know, the whole rule about alchemists and bombs was a bit of a head scratcher at first, but the more I think about it the more I respect it. The whole Mad Bomber shtick seems a bit overdone anyway.

I've decided to make a human beastmorph/vivisectionist alchemist that dips into the master chymist archetype. While I put the work into this beast of a character sheet, I've got a couple rules questions.

1) Could vivisectionist use the Unchained Rogue version of sneak attack? It seems consistent with your character creation rules, and this version isn't completely shut down by basic concealment.

2) The master chymist specifically stacks with alchemist for progressing bomb damage. Since I replaced that feature with sneak attack, would it be okay if it scaled that instead? If not, that's cool.

3) I'm considering taking Leadership as a mostly flavor thing. Revolutionary research with several understudies and all that. Perhaps a mix of humanoids and awakened animals resulting from their experiments? Maybe give my cohort the Leadership feat, but purely as a way to represent that they have their own stuff to do and won't always follow me around on adventures?


I will dot in, although there are already so many excellent ideas floating around!


Monkeygod wrote:
Would it be alright if I picked my spells/formulae should I be chosen?

It didn't occur to me applicants wouldn't do so, so by all means, please.

Rosc wrote:


1) Could vivisectionist use the Unchained Rogue version of sneak attack? It seems consistent with your character creation rules, and this version isn't completely shut down by basic concealment.

I'm going to say no. I believe that is a feature the developers intended to make the unRogue stand out, since one of the complaints about the Core Rogue was that it was too easily replaceable. Looking at other classes and archetypes that have sneak attack--even ones that would have come out post unchained--they all are restricted by concealment.

Quote:
2) The master chymist specifically stacks with alchemist for progressing bomb damage. Since I replaced that feature with sneak attack, would it be okay if it scaled that instead? If not, that's cool.

Yes, that's fine.

Quote:
3) I'm considering taking Leadership as a mostly flavor thing. Revolutionary research with several understudies and all that. Perhaps a mix of humanoids and awakened animals resulting from their experiments? Maybe give my cohort the Leadership feat, but purely as a way to represent that they have their own stuff to do and won't always follow me around on adventures?

Yeah, I'm gonna say no to cohorts themselves having Leadership feats.

What I envisioned as possibilities for Leadership was having some NPCs working behind the scenes or elsewhere while you focused on the main plot. I'm not sure a group of test subjects would work very well; while one could take their cohort with them, you're not going to be able to take a huge menagerie with you where you're going--or if you do it will undoubtedly create complications and unforeseen consequences that would not be fun to resolve. You taking Leadership could be feasible, but take that into consideration (and maybe consider a few options for your build with or without leadership).

==

@Kazmanaught The more the merrier! This will already be a tough selection but I welcome further submissions and ideas.

===
One thing I want remind all interested applicants: As I noted at the very top of the OP, this is a heroic, high-fantasy adventure converted from 3.5 involving disaster management with some planar travel involved.

To elaborate, think, roughly---in broad strokes---of Greyhawk or Sword Coast Forgotten Realms with a dash of Planescape. The restrictions I provide have, in part, been an attempt to suit this feel. Before getting carried away with building to build something you've always wanted to build, consider the nature of the adventure as described and how your PC is going to work with others.


Quick Question: Do PrC give Favored Class bonuses? I mean it's only 4 HP, but thought I'd ask.

Perhaps something like this, let me know if it's too much (of anything). Tried not to go crazy overboard and stay within Level 17 "power" of magnitude. I'm sure He's got an Achilles heel I just cant see.

Also, crossbow builds are tough... ALL your feats basically need to go to crossbow stuff. First to make it viable, but then you're already down the rabbit hole and can't really diversify much at all.

I've tried to tie into setting and adventure.

The Old Man by the Sea:

It's a little messy with all the terrain stuff. Did the best I could.

Thom was a wharf rat, no sugar coating it... his family struggled to make ends meet. But he was a good kid.

One day, he caught the eye of an Alvan Ranger, maybe it was because he was helping an elderly woman carry some things or it was when he helped a fallen Orc to his feet. Something about him, they'd always say. But, his life changed, but it wouldn't be the last time.

They took care of his family, money and food stores and he went with them to Greengate and absorbed all they were willing to teach.

A few years later, he was visiting family and walking on the wharf when he saw her in the water. At first he thought her a large fish and was nearly raising an alarm, but them he saw her truly and was love struck.

She swam away and he dove into the water to follow, but he couldn't keep up and ended up at an inlet. Rising from the water he heard a light giggle. She was there behind him, in deeper water. A friendship began. I am the Queen she declared and I am a great and powerful Knight he countered.

For weeks, every few days they would meet. They would exchange stories, food and a touch. One day, as the sun set, she was abruptly pulled under. Statled her dove to see what had happened. She was being dragged off by fish-men and trying to follow, he fell further and further behind.

To himself, he swore he'd save her. Thoughts, not even words out loud she'd never hear.

The last thing he saw were water-people like her approaching and fighting off the fish-men. He woke up on the shore that night, cold and wet. He was alive but, he'd never see her again.

He left the Greengate and secure work on a vessel, then another, always searching, never finding... just hearing stories. He searched the world over and elsewhere.

Now he sits, looking out at the sea and remembering that day he'd first seen the love of his life, his first love and knowing it was decades ago.

Thom Walker
Male Human
Horizon Walker 10
Ranger 6
Unchained Rogue (Roof Runner) 1

NG Medium humanoid (human)

Hero Points 1

Init +6; Senses darkvision 60 ft; Perception +18 (+23 to identify portals and planar connections)
--------------------

Defense
--------------------

AC 32, touch 20, flat-footed 26 (+8 armor, +4 deflection, +6 Dex, +4 natural)

hp 178 (17 HD; 1d8+16d10+74)

Fort +14, Ref +16, Will +14
--------------------

Offense
--------------------
Speed 30 ft.

Melee
Sun Blade +24/+19/+14/+9 (1d10+4/19-20)

Ranged
. . Veil Piercer (large darkwood underwater xbow) +26/+21/+16/+11 (1d10+3/17-20 plus 2d6 vs. Aberration and 1d6 cold)

Special Attacks combat style (crossbow[APG]), favored enemies (aberrations +4, monstrous humanoids +2), sneak attack (unchained) +1d6

Horizon Walker Spell-Like Abilities (CL 10th; concentration +11)
. . 6/day—dimension door, fly

Ranger Spells Prepared (CL 3rd; concentration +6)
. . 1st—pass without trace, speak with animals
--------------------

Statistics
--------------------
Str 14, Dex 22, Con 18, Int 14, Wis 16, Cha 12

Base Atk +16; CMB +18; CMD 38

Feats Blind-fight, Clustered Shots[UC], Combat Reflexes, Crossbow Mastery[APG], Endurance, Improved Critical (underwater heavy crossbow), Improved Snap Shot[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot[UC], Weapon Finesse, Weapon Focus (underwater heavy crossbow)

Traits - able seaman (regional, free coast), indomitable faith

Skills

Acrobatics +23
Appraise +6
Bluff +5
Climb +13
Craft (ships) +9
Diplomacy +8
Disguise +5
Escape Artist +10
Fly +17
Handle Animal +10
Heal +9
Intimidate +5
Knowledge (dungeoneering) +8
Knowledge (geography) +11
Knowledge (nature) +8
Knowledge (planes) +18 (+23 to identify portals and planar connections)
Linguistics +13
Perception +18 (+23 to identify portals and planar connections)
Profession (sailor) +11
Ride +12
Sense Motive +8
Sleight of Hand +10
Stealth +22
Survival +19
Swim +22
Use Magic Device +21

Languages Alvan, Androsic, Aquan, Firas Trade, Gelt/Marsh, Orc, Sahaugin, Skarrish, Sylvan, Terran, Zweidoran

SQ
. . hero points
. . hunter's bond (companions)
. . master of all lands
. . roof running
. . terrain favored (astral plane +4, ethereal plane +4, forest +4, plane of air +6, plane of earth +4, plane of fire +4, plane of water +10, underground +8)
. . terrain masteries (terrain mastery [astral plane][APG], terrain mastery [plane of air][APG], terrain mastery [plane of water][APG], terrain mastery [underground][APG])
. . terrain dominances (astral plane[APG], plane of air[APG], plane of water[APG])
. . track +3
. . wild empathy +7

Combat Gear
. . wand of gravity bow (CL 3rd, 50 charges)
. . wand of greater longstrider (33 charges)
. . wand of silence (33 charges);

Other Gear
. . +4 burdenless glamered shadow shadow blending mithral chain shirt
. . sun blade, veil piercer[ARG]
. . +1 cocooning cotraveling bracers of armor
. . amulet of natural armor +4
. . belt of physical might +4 (Dex, Con)
. . briar bomb (3)
. . efficient quiver
. . goggles of night
. . headband of mental prowess +2 (Int, Wis)
. . planar strap (xbow)
. . portal finding gloves
. . protean cloak +5
. . ring of protection +4
. . sash of the war champion[APG]
. . masterwork tool (craft ships)

Money 30,880 gp
--------------------

Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crossbow Mastery (Underwater heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs. aberrations foes.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Favored Terrain (Astral Plane +4) (Ex) +4 to rolls when in astral plane terrain.
Favored Terrain (Ethereal Plane +4) (Ex) +4 to rolls when in ethereal plane terrain.
Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain.
Favored Terrain (Plane of Air +6) (Ex) +6 to rolls when in plane of air terrain.
Favored Terrain (Plane of Earth +4) (Ex) +4 to rolls when in plane of earth terrain.
Favored Terrain (Plane of Fire +4) (Ex) +4 to rolls when in plane of fire terrain.
Favored Terrain (Plane of Water +10) (Ex) +10 to rolls when in plane of water terrain.
Favored Terrain (Underground +8) (Ex) +8 to rolls when in underground terrain.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Master of All Lands (Su) All terrains are favored +2, can grant allies in 30 ft +2 favored bonuses (+4 in mastered terrain).
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.
Rapid Reload (Underwater heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Roof Running (Ex) Can move across rooftops at full speed and without penalty to Dex skills/Ref saves.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Terrain Dominance (Astral Plane +4) Use fav. terrain as enemy bonus vs. terrain natives. +1 to hit/dam vs. outsiders.
Terrain Dominance (Plane of Air +6) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Dominance (Plane of Water +10) Use fav. terrain as enemy bonus vs. terrain natives. Freedom of movement underwater.
Terrain Mastery (Astral Plane) (3 rds) Grant allies bonus in terrain. +30 ft fly on subjective/no gravity plane.
Terrain Mastery (Plane of Air) (3 rds) Grant allies bonus in terrain. +1 to hit/dam vs. flying foes and can breath air.
Terrain Mastery (Plane of Water) (3 rds) Grant allies bonus in terrain. +1 to hit/dam vs. swimming foes, can breath water.
Terrain Mastery (Underground) (3 rds) Grant allies bonus in terrain.
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Silver Crusade

Crossbow builds benefit greatly from being elven (where you can get free crossbow reloads as an alternate trait from elves) and/or 5 levels of bolt ace.


rorek55 wrote:
Crossbow builds benefit greatly from being elven (where you can get free crossbow reloads as an alternate trait from elves) and/or 5 levels of bolt ace.

Will keep that in mind, thanks!


rorek55 wrote:
Crossbow builds benefit greatly from being elven (where you can get free crossbow reloads as an alternate trait from elves) and/or 5 levels of bolt ace.

Bolt ace is on the banned list, sadly.


I think I'll submit a bard, unsure of race just yet. I think I've have the bard take the Leadership feat, to account for his groupies and bardic students.

Are templates allowed in substitution of levels? I'd like the sublime template if allowed.


TheWaskally wrote:

I think I'll submit a bard, unsure of race just yet. I think I've have the bard take the Leadership feat, to account for his groupies and bardic students.

Are templates allowed in substitution of levels? I'd like the sublime template if allowed.

Templates would be great. Templates are fun, and can really allow an interesting extra layer of customization for a character.


This is stormraven, dropping Ariston on you - 17 straight levels of cleric. Save for his backstory and other tiny bits of polish, he's done.


Application Summaries
Full Submissions
JohnGs -- Clarisa Blackwater, LN human fighter 17 Further build deets
Violant -- Krowys the Translator, LN Aphorite Pact Witch of Axis
Djack Nymball -- Thom Walker, Human?? Ranger 6/unRogue 1/Horizon Walker 10
andreww -- Mira the Obscure, N Human Wildblooded Sorcerer
LucianC -- N Human Half-Elf Druid3/Wizard 4/Mystic Theurge 10
Ouachitonian -- Grod the Cunning, NG Half-Orc Warpriest (Sacred Fist) 17
rorek55 -- Vinnick Varzel, Elf Wizard 17
stormraven -- Ariston, Aasimar Cleric of Varan 17

Interest/Concepts
Andostre -- Gnome Barbarian (possibly very tall)
Monkeygod -- Inquisitor and/or Investigator
Lucendar -- Some type of Melee Build
SuperTumbler -- ??/Mammoth Rider
Zephyr Amir -- Sylph Sky Druid Druid
Ironparenti -- Marcus Nocturnus, Ranger/Fighter
Lawful Lilly -- Diviner Wizard
Rosc -- Beastmorph/Vivisectionist/Master Chymist Alchemist
Trawets -- Investigator
Kazmanaught -- ??
TheWaskally -- Bard

Please let me know if I missed anyone.


@Djack Nymball: If you have chosen a PrC specifically as your favored class, yes. If you have not, no.

BTW, looking at your character sheet: in my answer to someone else's question, please no partially charged wands. Looks like you have the wealth to afford what you need.

@TheWaskally: No templates.

@Violant: Absolutely nothing to do with this recruitment: I just got into the Fallen London universe, thanks to Mask of the Rose. Is your name related to the Neathy color?


Ariston wrote:
This is stormraven, dropping Ariston on you - 17 straight levels of cleric. Save for his backstory and other tiny bits of polish, he's done.

Couple questions/notes on gear:

- Guided weapon quality is from a 3.5 adventure path, not PFRPG. You could take the Guided Hand feat instead, which would save you some money, even though you have to trade off a feat.
- Just confirming the fact that your weapon is "reliquary" comes from this: https://www.aonprd.com/FeatDisplay.aspx?ItemName=Create%20Reliquary%20Arms% 20and%20Shields. No problem with that, just checking.
- You have "mundane robe" in italics as though it were a magic item, but I also can't find that anywhere, so I don't know if you just really meant an actual mundane robe and accidentally italicized it, or it's another magic item I can't find (I actually love the idea of a magical robe called a "mundane robe" ;) ).

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