Undermountain

Game Master DEWN MOU'TAIN

Snow falls from the heavens by the foot as a strange blizzard hammers Waterdeep, combined with an intense artic cold thats normally found north of the Spine of the world

However, it is warm and moist in the dungeon that is Halaster's Undermountain.

Link to maps

Quest

Perception dice rolls:

[dice=kolaiah perception]1d20+12[/dice]
[dice=vondal perception]1d20+7[/dice]
[dice=astrillith perception]1d20+1[/dice]
[dice=gaeldon percpetion]1d20+18[/dice]
[dice=simon perception]1d20+19[/dice]
[dice=ceirn perception]1d20+14[/dice]
[dice=hellig perception]1d20+15[/dice]

vision plan:

darkvision: astrillith, hellig, kolaiah, vandal
Normal vision: Ceirn, Gaeldon, Simon

Light sources:
Ceirn: everburning torch
simon: everburning torch

marching order:

5 ft order
Simon
Vondal
Koliah
Hellig
Astrillith
Gaelden the Lost
Ceirn

10 ft order
Simon

Vondal
Koliah & Hellig
Astrillith & Gaelden the Lost
Ceirn


151 to 187 of 187 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Evindyl wrote:
Storyteller Shadow wrote:

Edit: Rolls

4d6 = 10
4d6 = 15
4d6 = 11
4d6 = 14
4d6 Reroll 2d6 = 12
4d6 = 11

Not stellar but a few decent rolls there.

I get that your character might not have taken Knowledge (Math) yet, but, 4+4+6 actually equals 14, not 12.

So maybe a little more stellar?

LOL, yep, I noticed that when I saw Rizzen respond to my post a little while ago, if I'm not using excel these days, I just can't add anymore probably time to hand back my MBA in Finance to the fine institution that awarded it to me... thanks for the assist! Plus I missed one of the 1's on my second roll.

Reroll (2nd Roll) 1d6 ⇒ 3 - and that didn't get any better.

10, 15, 11, 14, 14, 11.


Resubmitting Torgar, Invulnerable rager.

If you need me to reroll please let me know.

I originally rolled under Kul'Theraka before deciding to go dwarf.


Mostly done, will create my avatar and submit tomorrow.


@GM

Questions:
Are Templates allowed, since it is level 8 ?
(Looking at a few +0 and +1 templates)

Are Drow Nobles available ?

Are Unchained Classes Open ?

I also have a PrC I converted from 3.5 to PF, could I test it out ?

Grand Lodge

So a halfling rogue, maybe a dip in fighter, unchained the rest of the way.


RHMG Animator wrote:

@GM

Questions:
Are Templates allowed, since it is level 8 ?
(Looking at a few +0 and +1 templates)

Are Drow Nobles available ?

Are Unchained Classes Open ?

I also have a PrC I converted from 3.5 to PF, could I test it out ?

1) what you thinking of?

2) for drow...

i will make this perfectly clear for any and all that wish to play a drow.
I will allow a player to play as a drow, so long as they know that the drow race is hated and reviled on the surface. This isnt like Drizzt, where he is out in the wilderness or in the far north of ten towns, where the rest of society has cast off the residents and they are willing to accept someone they recognize as having been cast out.
This is Waterdeep, and the surrounding area. If a drow shows up in the yawning portal, or in the greater waterdeep area, hatred of the drow race will be front and center. Some residents may be willing to pause and see what is going on, but the vast majority will, at best, merely scream and howl.
however, there are a myriad of ways that a drow could disguise himself/herself.
so, if you, the player are ok with the potential consequences of deciding to play one of the most hated races in the realms, then i am fine with you playing said character.

3) unchained classes are fine.

4) PrC? which one? can you post it?


I have a crap ton of ideas....

Templates:

Celestial +0

Half-Celestial +1

Fiendish +0

Half-fiend +1 Looking at Half-Succubus for a Rogue, Fighter, Ranger, or Warpriest/Cleric idea

Fey_touched_Creature +0

Fey Creature +1

Fighter +1

Rogue +1

If I can use 3.5 Content from Races of the Dragon I could make a Half-dragon, though that one is a +2 LA

I also have the Half-Minotaur (+1) template from Dragon Magazine

Thinking of using the template to highlight a possible Underdark or Lab experiment that got rescued.

If I use a +0 one with a +1 (or +2) one, then that can cement the experiment idea

PrC:

Thinking of testing out my Ghost-Faced Killer PrC
My Updated PF Version of the PrC

Grand Lodge

Ooo a template....Hi Advanced Template...


Storyteller Shadow's submission. Simon is a Halfling Rogue6/Arcanist 2 (VMC Cleric). He is a follower of Oghma the Binder. Crunch is done, I'll have a background up this weekend as well as the final mundane Gear purchased.


@rhmg ohhh yeah, templates. Duhhhh... (smacks head)

We do have a minotaur, so if you want to play a half minotaur, thatd be cool...

Im cool with any of them


Roger, time for the experiment.

So many ideas, guess I'll roll some dice to pick classes, and maybe the races and templates.

Liberty's Edge

1: 4d6 ⇒ (4, 3, 2, 5) = 14 12
2: 4d6 ⇒ (5, 1, 4, 1) = 11 13
3: 4d6 ⇒ (4, 6, 3, 2) = 15 13
4: 4d6 ⇒ (4, 6, 6, 4) = 20 16
5: 4d6 ⇒ (4, 3, 6, 5) = 18 15
6: 4d6 ⇒ (6, 4, 3, 3) = 16 13

rr2: 3d6 ⇒ (2, 1, 4) = 7

16, 15, 13, 13, 12, 11

Since 3pp seems to be allowed, I shall consider some of those...


Ok, this is Veilchen Snarlantz (from upthread), mostly finished.

He can fill the rogue's slot (Stealth +19, Disable Device +20, Perception +18, can disable magical traps from the trap finder trait). He can also handle healing, which IMO, the party is lacking. He also provides the usual alchemist utility casting, and some combat punch with debuffing bombs.

Description:

Veilchen is 5’4” and skinny (for a hobgoblin) 177 lbs. He’s bald (but has swirling scalp tattoos), with grey-green skin, and beady red eyes.

Demeanour:

Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict.

Background:

Veilchen is skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. His sales went upscale, and after a local noble had a party with several fatal overdoses, the heat is on. Veilchen needs to get out of Waterdeep and lay low for a while. The gates will be guarded... So down the well?!? He also figures he’d like to get rich if he’s going to be doing something stupidly dangerous.

Stats:

Veilchen Snarlantz
N Male Hobgoblin
Alchemist (Grenadier) 8
Deity: ???
Init +10 = +6 (Dex) +4 familiar
Speed 30 ft
Low Light Vision

Defense
AC: 23 = 10+6 (dex) + 4 (armor)+1 armor enhancement+1 shield +1 deflection
HP: 88 = (8d8=>64)+8*3 Con
Fort +6 Alchemist 8+3(Con)+2 resistance
Ref +6 Alchemist 8+6(Dex) +2 resistance
Will +2 Alchemist 8+2(wis) +2 familiar +2 resistance
+2 trait vs mind affecting

CMD : 13=10 +1 (bab)+0 (str) + 2 (dex)

Offense

BAB : +6
Melee: Spiked Gauntlet
Ranged: Composite Longbow, Bombs
CMB : +6 BAB+2 str

Extracts Prepared
L1 (DC 16, 4+2)
L2 (DC 17, 4+1)
L3 (DC 18, 2+1)

Stats
Str 14 = 14 (rolled)
Dex 20 = 17 (rolled)+2 racial +1 lvl 8
Con 17 = 15 (rolled) +2 racial
Int 20 = 17 (rolled) +1 lvl 4 +2 enhancement
Wis 14 = 14 (rolled)
Cha 10 = 13 (rolled)

Feats:
Throw Anything (Bonus)
MWP (Longbow)
Point Blank Shot (1st),
Rapid Shot (3ed),
Signature Skill (Heal) (5th)
Healer’s Hands (7th)

Traits: Trapfinder (campaign), Entomophobe (drawback), Deathtouched (race)

Skills 8*(4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 8 ranks +3 trained +2 wis +5 eyes of the eagle
Spellcraft 8 ranks +3 trained +5 int,
Heal 8 ranks +3 trained +2 wis +2 MW Tool +5 healer’s gloves
Disable Device 8 ranks +3 trained +6 dex +2 MW Tool
Stealth 8 ranks +3 trained +6 dex +4 racial
K Arcana 8 ranks +3 trained +5 int,
K Nature 6 ranks +3 trained +5 int,
K Planes 8 ranks + 5 int
Survival 1 rank +3 trained +2 wis
Fly 1 rank +3 trained + 6 dex

UMD (headband) 8 ranks +3 trained +1 cha

Background Skills (8*2 = 16 ranks)
Craft (Alchemy) 8 ranks +3 trained +5 int (+8 crafting items)
Sleight of Hand 1 rank + 3 trained +6 dex
Appraise 1 rank + 3 trained +5 int
Handle Animal 1 rank +1 cha
Linguistics 5 ranks +3 trained +5 int

Languages: Common, Goblin, Draconic (int), Giant (int), Infernal (int), Dwarven (int), *** (Int), *** (ling), *** (ling), *** (ling), *** (ling), *** (ling)

FCB Extra bomb 0.5*8=4

Class Abilities:

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) (17/day, 4d6+5) : In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) (+4 str -2 int +2 NA, 80 minutes): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
2nd Sand Bombs
Bonus: Precise Bombs
4th Infusion
6th Tumor Familiar
8th Fast Bombs

Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Race Abilities:

+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Equipment (35000 gp):

Hybridization Funnel (200 gp),
Formulae Alembic (200 gp)
Handy Haversack (2000 gp)
Extended Potion of Barkskin (12th level), (1800 gp)
Wand of Cure Light Wounds 50 charges (750 gp)
+1 adaptive Composite Longbow (3400 gp)
Headband of Intelligence +2 (4000 gp)
Eyes of the Eagle (2500 gp)
Cloak of Resistance +2 (4000 gp)
+1 mithral chain shirt (2250 gp)
Belt of Incredible Dexterity (4000 gp)
Healers Gloves (2500 gp)
Journal of the Beast Within (2165 gp)
Snapleaf (750 gp)
Feather Token, Tree (400 gp)
Ring of Protection +1 (2000 gp)

Weapons (30gp): Spiked Gauntlet (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp)
Armor (155 gp): MW Buckler (155 gp)
Equipment (273.21 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), Alchemy Crafting kit ( 25 gp), Formula Book, Healer’s kit (50 gp), MW Thieves Tools (100gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), , Inkpen (1 sp), Travelling Formula Book (10 gp), Portable Alchemy Lab (75 gp),

Alchemical Items at 1/3 cost because of self crafting:
Acid flasks (10, 100gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Unstable Accelerant (2, 100 gp), Vial of Ink 8 gp, Mineral Acid (2, 100 gp), Holy Weapon Balm (2, 60 gp), Tanglefoot Bag (7, 350 gp), Pellet Grenades (1, 50 gp), Dessicating LubricantX3 (90 gp), Bone Burn (2, 50gp), Smog Smoke Peller (3, 120gp), Buoyant Balloon (10 gp), Aboleth Mucus Etract – 6 Doses (100 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Smelling Salts (25 gp), Sunrod (5, 10 gp), Rhinarium Paste (75 gp), Vapors of Easy Breath (75 gp), Vermin Repellent (5, 25 gp), Silver Weapon Blanch (5, 25 gp), Twitch Tonic (45 gp), Sooth Syrup ( 25 gp), Bodybalm 25 gp. Ghast Retch Flask (4, 200 gp), Cytilesh Stun Vial (4, 300 gp), Perfect Ice (1500 gp), Soul Stimulant (300gp), Lantern Honey (150gp), Surgical Jelly (300 gp)
4458 / 3 = 1486 gp
141 gp

Formulae Book:

L1:, Longarm, Targeted Bomb Admixture, True Strike, Touch of the Sea, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Disguise Self, Enlarge Person, Identify, Shield, Reduce Person, True Skill, Heightened Awareness
L2: Alchemical allocation, full pouch, false life, invisibility, Barkskin, Bull’s Strength, Cure Moderate Wounds, Elemental Touch, Resist Energy
L3: Monstrous Physique I, Heroism, Clay Skin, Beast Shape I, Rage, Tongues, Water Breathing
L4: Dragon’s Breath

Familiar:

Taya is Veilchen’s tumor familiar
Hedgehog, Figment, Sage
N Diminutive animal
Init +3; Senses low-light vision; Perception +5
Speed 20 ft.
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
Hp 22
Fort +3, Ref +8, Will +3
Str 1, Dex 16, Con 6, Int 13, Wis 12, Cha 7
Base Atk +5; CMB +1; CMD ??? (+4 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5,
24 additional ranks 8*(2+1int)
Perception 1 rank +3 trained+1 wis
K(Arcana) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nature) 1 rank +3 trained+1 int+4 Sage Knowledge
Heal 1 rank +1 wis
Spellcraft 1 rank +1 int
K(engineering) 1 rank +3 trained+1 int+4 Sage Knowledge
K(geography) 1 rank +3 trained+1 int+3 Sage Knowledge
K(History) 1 rank +3 trained+1 int+4 Sage Knowledge
K(Nobility) 1 rank +3 trained+1 int+4 Sage Knowledge

K(Religion) 3 rank +3 trained+1 int+4 Sage Knowledge+8 racial
K(Local) 3 rank +3 trained+1 int +4 Sage Knowledge
K(Planes) 3 rank +3 trained+1 int+4 Sage Knowledge +8 racial
K(Dungeoneering) 3 rank +3 trained+1 int+4 Sage Knowledge
+3 ranks

Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
Skilled : K(Religion)
Skilled: K(Planes)
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.


Almost done my Ninja Ghost-Faced Killer.

Just need to finish the fluff.


Made a mistake, I had remade Torgar for another game and I need to focus on other things. Bowing out of this one. Have fun all.

Grand Lodge

Advanced Halfling Fgt1/unchained Rogue 6 with a focus on sling combat is coming along nicely


Coming at this a little late, but I might try and throw something together. Probably a devotee of the Red Knight, though whether that turns out to be a Paladin, Inquisitor, or Warpriest is still up in the air.


im going to give it the weekend for people to submit characters.


Simon Severant Background:
Simon hails from Sleeping Hollow, an Arn Halfling settlement nestled on the Arnrock Volcano in the Lake of Steam. Though a ramshackle collection of small homes and boarding houses, the volcano itself provided endless amounts of entertainment and dangers with caves to explore, “dungeons to delve” Simon would tell his parents who were less than enthusiastic about the young lad spending so much time in the mountain regions dangerous environs. Simon would have been a simple fisherman or a shiftless layabout but for a chance meeting with a Halruaan Wizard Akhlaur who was interested in the research of dangerous magic. On his trip to Sleeping Hollow it was to summon fire creatures borne of the power of the local volcano.

Simon took the Mage on a tour through the caverns within the Volcano, but broke away once the Wizard started conjuring creatures he could barely control! Still, Simon realized that there was more to the world then his small village and set out to find it and do well... something!

He took a ship off of the Island and began traveling north. His natural rogue skills found him work as part of an adventuring group and he bounced around the cities on the north shores of the Lake of Steam. His group traveled the Golden Road to look for work in some of the larger cities in the Vilhon Reach. While doing a job for a cleric in Arrabar he was introduced to religion in a serious manner for the first time and found the idea of a God of Knowledge too enticing to pass on. He left his group to follow the Cleric back to his home city of Procampur and while there seriously considered training to be a cleric of the Binder.

While searching through a few tomes in the Library of the city, he came across the writings of a Halruaan Wizard who wrote a treatise on alternative magic. The idea of actually being able to cast spells like the Halruaan troublemaker, especially in a novel way lured Simon away from fully becoming part of the clergy of Oghma. Though he stayed affiliated with the Church and was a great admirer of Grand Patriarch Cullen Kordamant.

It was the Time of Troubles that severed Simon from the city and his close relationship with the Church. The Grand Patriarch disappeared and the church fell to infighting as the Fall of the Gods came and went. Simon decided that he was glad he did not join the church after all and decided to seek that… something that he was destined to do. Once things became safe, he set out on a new quest, besides just tinkering with magic, heading to Candlekeep! After all, where better a place to follow the true teaching of the Binder, knowledge for its own sake.

Once again, his Rogue skills got him attached to a group that was heading North anyway via the Swordcoast by way of a visit to the legendary Baldur’s Gate. Simon and his group headed north and they parted ways when the Halfling got close enough to Candlekeep to strike out on his own.

After several months of looking though various tomes for some purpose and meaning he found it! There was the rumor, well not a rumor it was true, that a Mad Mage created a Dungeon below the city of Waterdeep. What great luck!? Simon was interested in plumbing secrets of magic and what better place than in a dungeon where he could ply his primary trade and follow his ever-growing passion for learning new arcane secrets. Thus, it was to Waterdeep and an Inn called the Yawning Portal that Simon headed to seek his… something!


Here's Ouachitonian's submission. It's partially recycled from a previous, similar submission for a Faerun game, so the background fluff might need slight tweaking. I settled on Inquisitor because I feel like the Red Knight would want her people to be more than just "I smite the evil and have no skills" paladins. But then I made an Inquisitor who's as much of a frontliner as I could. A couple of choices I want to run by the GM to be sure they're ok in the setting:

Archetype: Ravener Hunter is supposed to be specific to catfolk from the Mwangi, but obviously we're not on Golarion.

Feat: Disciple of the Sword requires being a follower of Iomedae, but the Red Knight is a similar fighty goddess who favors the longsword, so I'm hoping it's ok.


Got the basics of the fluff done, but the Crunch should be 100%

Rune


RHMG Animator wrote:

Got the basics of the fluff done, but the Crunch should be 100%

Rune

Race: Drow Noble: Celestial, FTC, Half-Succubus, Fighter

Class: Ninja (6/20) + Ghost Faced Killer (2/10)

How the heck are you a drow/celestial/succubus? And still a level 8?

Im gonna need some explanation for this


Character is the result of a chimera lab experiment, hence the templates (two +0's and two +1's, so +2 total level adjustment in templates).
Link to links for each template

The rules/notes are in the PRD on Monsters as PCs, and it does seem I did missed something, the limit of Reduction to the Level Adjustment.
Which didn't exist in the 3.X implimentation found in Unearthed Arcana.

So I'll remove a level of GFK.

Monsters as PCs:

Using one of the monsters presented in this book as a character can be very rewarding, but weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully.

There are a number of monsters in this book that do not possess racial Hit Dice. Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher.

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

GMs should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play.


Lets have it be a +2 LA.
So mod your character to 6th level amd lets see how it looks.

Or

You can play a drow noble but take only one template


Sounds fair, I'll need some time to think on which of the two paths to take.


To all players:

We are going to try something different in terms of recruiting. An experiment.

Since you new PCs will be joining a group, it should be up to the group to decide who they want.

what we are going to do is, if you have a completed character ( one i approved of) <i just check the numbers to make sure a character is complete>, then please hop onto the gameplay thread and start interacting with the PCs. Itll be up to them to decide who joins their party.

If you do not have a completed character as of this posting, that is fine. Please finish your character by wednesday mar 26. I'll look it over and allow you to get in there and RPing.

The Players decided to change their minds.

Im the one choosing new players.

The PCs want to get back into undermountain asap


Appoved characters that can start RPing with the group

Completed characters so far

Veilchen Snarlantz
Hellig usvart
Simon severant

On the bubble
Rune
Critzible


1 person marked this as a favorite.

Sounds good, my first post is up!

Whoops! I'll delete that post then!


I've decided to drop the Drow-Noble and switch it to Elf.

Grand Lodge

Winston:

Neutral
Advanced Halfling male Age: Hgt:3’2” Wgt:66lb. Hair: Eyes: Deity:
Fighter 1st/Unchained Rogue 6th
Init:+2 Perception +6(+7 traps, +9 stonework traps)
Defense:
AC:26(10+7(dex)+5(armor)+1(shield)+2(Natural)+1(Size)
Mithral Chain Mail
Mithral Buckler
HP:
Fort: +8[+2+5+1]Reflex:+13[+5+7+1] Will:+5[+2+2+1]+2 v. Fear
Speed:20ft
Statistics:
Str:14 Dex 24 Con 20 Int 19 Wis 15 Cha15
BAB: +6/+1
CMB: +[+6+2-1]
CMD24:[10+6+2+7-1]
Melee:+8/+3
Ranged:+10/+8
Weapons:
Sling Flail +11/+9
Dagger +10/+8
Cestus +10/+8
Halfling Rope Shot +10/+8
Halfling Sling Staff +8/+3

Weapons:
Sling +11/+9

Staff Sling +10/+8

Feat: Weapon Focus(Sling),Point blank Shot, Precise Shot, Sling Flail, Slip Sling Style
Skills: (8+4) (2+4)
Acrobatics +13
Appraise +10
Bluff +10
Climb* +8
Craft (Alchemy) +11
Craft*(Trapmaking) +10
Diplomacy +8
Disable Device* +17
Handle Animal* +8
Heal*
Intimidate* +8
Knowledge(Dungeoneering)* +10
Knowledge(local)* +10
Knowledge(Engineering) +10
Linguistics +10
Perception* +17
Profession* (Cook)+10
Ride*
Sleight of Hand +8
Spellcraft*
Stealth +17
Survival +8
Swim +8
Use Magic Device +8
Languages: Halfling, Common, Dwarven, Undercommon, Aklo,Draconic,Elven, Goblin,Orc
Traits:
Self-Reliant
You know how to work with your hands and aren’t dependent on complex tools.

Benefit(s) When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.

Dungeon Dweller:
Not only are you competent while deep underground, you thrive in these perilous environs. Whether you were born in the labyrinthine tunnels or your mysterious parental figures brought you up in sand-ridden corridors of some forgotten pyramid, your emergence is somehow tied to one of the world’s infamous subterranean dungeons.

Benefit You start with one additional language chosen from the following list: Aklo, Dark Folk, Draconic, Goblin, Necril, Orc, or Undercommon. In addition, whenever you must attempt a Survival check to avoid getting lost in a dungeon, you may roll the check twice and take the better result.
Special Abilities:
Halflings:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity:Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

Fighter:
Weapons and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Unchained Rogue:
Sneak Attack:+3d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue 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—not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding”+3
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex):Dagger
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:3
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Combat Trick: Slip Sling Style

Trap Spotter:Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Quick Disable:Benefit: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.

Danger Sense (Ex)+2
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Skill Unlocks
Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue, who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

With sufficient skill ranks, a character can earn the following skill unlocks: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Equipment
Dungeoneering Kit:
This bundle of essential supplies for exploring ruins and abandoned cities includes. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Kit, Rogue’s
Price 50 gp; Weight 37 lbs.

This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Kit,Shaving

Price 15 gp; Weight 1/2 lb.

A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Kit, Grooming
Price 1 gp; Weight 2 lbs.

This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.

This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Kit, Cooking
Price 3 gp; Weight 16 lbs.

This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

Kit, Alchemy Crafting
Price 25 gp; Weight 5 lbs.

An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist’s kit.”)

Handy Haversack

Bag of holding type2

pp-
Gp- 7
sp-
cp-

Liberty's Edge

Hi, just noticed this recruitment... Is there still time to submit a character? If yes, I'd offer a dwarven shield slayer.
Stat: 4d6 ⇒ (1, 1, 6, 4) = 12 => 11 after (failed) rerolls
Stat: 4d6 ⇒ (6, 3, 5, 2) = 16 => 14
Stat: 4d6 ⇒ (4, 5, 6, 6) = 21 => 17
Stat: 4d6 ⇒ (5, 1, 4, 6) = 16 => 15 after (failed) rerolls
Stat: 4d6 ⇒ (1, 1, 5, 2) = 9 => 14 after rerolls
Stat: 4d6 ⇒ (3, 1, 3, 4) = 11 => 11 after rerolls

rerolling ones six times: 6d6 ⇒ (1, 1, 1, 4, 5, 4) = 16

And here's a quick build. Missing some gear, but mostly there.

Thorgrin:

Thorgrin
Dwarf brawler 2/slayer 6 (Pathfinder RPG Advanced Class Guide 23, 53)
LN Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +14 (+16 to notice unusual stonework)
--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 28 (+11 armor, +1 deflection, +6 shield)
hp 90 (8d10+38)
Fort +14, Ref +10, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities deep warrior[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 heavy shield bash +16/+11 (1d4+10) or
. . +3 heavy shield bash flurry of blows +14/+14/+9 (1d4+8) or
. . gauntlet (from armor) +13/+8 (1d3+5) or
. . gauntlet (from armor) flurry of blows +11/+11/+6 (1d3+5) or
. . unarmed strike +13/+8 (1d6+5) or
. . unarmed strike flurry of blows +11/+11/+6 (1d6+5)
Special Attacks brawler's flurry, hatred, martial flexibility 4/day, sneak attack +2d6, studied target +2 (2nd, move action)
--------------------
Statistics
--------------------
Str 20, Dex 11, Con 18, Int 14, Wis 16, Cha 9
Base Atk +8; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Equipment Trick (shield), Heavy Armor Proficiency, Improved Shield Bash, Improved Unarmed Strike, Power Attack, Shield Focus, Shield Master, Steel Soul[APG]
Traits indomitable faith, tunnel fighter
Skills Acrobatics +5 (+1 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +10, Heal +7, Knowledge (dungeoneering) +13, Knowledge (geography) +6, Perception +14 (+16 to notice unusual stonework), Sense Motive +14, Stealth +4, Survival +14, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon
SQ brawler's cunning, combat style (weapon and shield[APG]), martial training, slayer talents (ranger combat style[ACG], ranger combat style[ACG], slow reactions), track +3
Other Gear +2 full plate, +3 adamantine heavy steel shield, belt of giant strength +2, cloak of resistance +2, ring of protection +1, 5,330 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +6/+6/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to Survival checks made to track.


4d6 ⇒ (6, 4, 2, 5) = 1715
4d6 ⇒ (5, 6, 3, 3) = 1714
4d6 ⇒ (4, 4, 4, 3) = 1512
4d6 ⇒ (4, 1, 1, 5) = 1112
4d6 ⇒ (2, 1, 1, 1) = 512
4d6 ⇒ (2, 5, 6, 3) = 1614

Reroll 1s: 2d6 ⇒ (2, 3) = 5
Reroll 1s: 4d6 ⇒ (4, 6, 1, 2) = 13

So wait a second, you can use the Advanced Template? And be level 7 instead of 8?

To gain:
- AC increase natural armor by +2;
- Ability Scores +4 to all ability scores (except Int scores of 2 or less)

Wow :O


-Karma- wrote:

Hi, just noticed this recruitment... Is there still time to submit a character? If yes, I'd offer a dwarven shield slayer.

...

I'da say ya missed da train.

RIZZENMAGNUS Friday, Mar 21st 2025 wrote:
i'm going to give it the weekend for people to submit characters.


Sorry gents. Just missed the train.


The group has spoken

Simon severant
Hellig usvart

Please join us in the discussion page

To the rest of you
Thank you so,so much for applying. Everyone of you made an incredible character that i spent a long tine pondering.


Have fun folks!


Good choices - have fun!

1 to 50 of 187 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Undermountain calls to you All Messageboards

Want to post a reply? Sign in.