| Bombadil |
Build will be 4th level
20 point buy
Max HP at first level and then half for each level after or roll, your choice
Add two extra feats of your choice
Add a trait of your choice
Add four extra skill points spent on Perform skills
10,000 gp buy for each character
Any races/classes are allowed
No evil characters, you're heroes under those theatrical garments and overdone makeup!
Background is you are a successful performance troupe that has traveled together for years. The characters know each other well and they can have longer histories with each other than just the performance troupe aspect.
Due to your success you have greater than average wealth and renown and the troupe often receives requests for performances from far and wide. The type of performances and troupe is completely up to you (let's keep it PG-13 though) and your current location in Golarion is also your choice.
The party has a finely painted traveling carriage and four healthy horses to help pull it along. The large carriage can store lots of items and gear including saddles designed for each character. You're well outfitted for long journeys and your current food stores include several wheels of excellent cheese acquired as a gift during your last performance.
| Tural Wode |
OK. I'll go with a Divine Paragon of Sarenrae. Still got a bit of work to do....
I took talented trait to make Perform a Class skill. Hated not getting perception as a class skill, but I have enough bonuses to have +13 anyway....
Is there a limit to how much of the 10K GP that can be used on a single item? Half?
| Tural Wode |
Was considering a +1 Keen scimitar. But I needed more than the remaining 2K gold for other stuff. So I spread it out with lesser cost items.
Got the CS mostly ready except for history. So we're roaming the area around Varisia, entertaining? I think I'll start my history in Sandpoint, working in the Sandpoint Theater and Cracktooth's Tavern, moving on to the Triodea in Magnimar.
| Tural Wode |
The entry says DR10 Magic and Silver, meaning the weapon has to be magical and silver to defeat the DR. Vampires are VERY dangerous!
| Bombadil |
I think silver gauntlets let you bypass the silver DR, and Ki strike or an amulet of mighty fists gets past the magic DR, I had look in the forums for that combo working for monks against vampires. Not sure what the noogie is, I searched through Ultimate Equipment and got nothing. Silver/magic scimitars, daggers, and light crossbows are all straightforward, but finding them is the hard part ;)
| Tural Wode |
I hadn't thought about the combinations. If you fire a silver arrow from a magic bow, does that combine?
DR10 is nasty, especially at our level. Tural can't do any damage without a crit.
| Tural Wode |
Just checking. Do I get spells back? Or have to work with what I have left after the previous battle? Need to know for planning.
And I say we take any help we can get….
| Tural Wode |
Thanks. That is what I thought as well. Just wanted to be sure before the fight began.
| Borracho Barondo |
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Mimi only needs a half an hour each night to feel fully recharged. The rest of the time, she leans over the others and steals their breaths to remain young.
Ugh, is there an option to un-read things? Maybe the new store will sell something. Why did I read that?
Borracho's gold:
.391.0 gp starting monies leftover
-.80.0 gp 4 * alch fires
-------
.311.0 gp to spend
| Flemming Bisgaard |
+8HP (6 class +2 con) (total 44)
+1 BAB (5)
+1 Feat: Spiritual Balance (link)
+5 skills (4 class +1 human) (Acrobatics, Perception x2, Sense Motive, Stealth)
Purity of Body (Ex) A monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): A monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
- Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
| Tural Wode |
Level 5
Cleric
HP +5
No change to BAB or Saves
Channel Energy 3d6
Gains 3rd Level spells: 2+1
Know-Religion, All +4 to 5 ranks
Feat: https://www.aonprd.com/FeatDisplay.aspx?ItemName=Favored%20Prestige%20Class **** Dawnflower Anchorite **** Perception
At 5th level, he gains access to the first boon granted by her deity.
Sentinel: Firebrand (Sp) produce flame 3/day, fire breath 2/day, or fireball 1/day
| Mimi the Crow |
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Level 5 Slayer
+1 BAB
+0 Fort
+0 Reflex
+0 Will
2nd Studied Target
Feat- Iron Will
Adventuring Skills
+1 Acrobatics
+1 Bluff
+1 Disable Device
+1 Disguise
+1 Intimidate
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival
Background Skills
+1 Linguistics(Barovian)
+1 Sleight of Hand
| Flemming Bisgaard |
+8HP (6 class +2 con) (total 52)
+1 to all saves (5/5/2)
+1 BAB (6/1)
+5 skills (4 class +1 human) (Acrobatics, Perception x2, Sense Motive, Stealth)
+1 Bonus Feat: Mobility (link)
+1 Ki Point (9)
+1 Ki Power
Scorching Ray (link) (1 ray, 4d6 dam, 2ki)
+1 AC from Barkskin (3)
+10’ movement (20)
| Borracho Barondo |
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Last Level: Dec 16, 2025.
+7 hp
+1 BAB
+1 Diplomacy
+1 Perform Oratory
+1 Perception
+1 Spellcraft
+1 UMD
+spells
| Mimi the Crow |
Level 6 Slayer
+1 BAB/additional attack!
+1 Fort
+1 Reflex
+1 Will
Slayer Talent- Combat Trick(Greater Dirty Trick)
Sneak Attack +2d6
Adventuring Skills
+1 Acrobatics
+1 Bluff
+1 Disable Device
+1 Disguise
+1 Intimidate
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival
Background Skills
+1 Linguistics(Abyssal)
+1 Sleight of Han
| Tural Wode |
Not a great level....
PrC Level 1 Dawnflower Anchorite
+5 HP
+1 Reflex & Will
Perception is now +18
Sense motive is +12
Class Skill: Solar Invocation. At this level it only works when in sunlight.
| Tural Wode |
Silly question I guess, but why do we want the deck?
I recently had a character forced to take a card. I got to roll my own fate and got a three.... Got a 3. Donjon: You are imprisoned.
"So long and Thanks for all the Fish!" A Wish won't even release you!
| Flemming Bisgaard |
| 2 people marked this as a favorite. |
Because we are adventuring fools!
I'm thoroughly enjoying this campaign, but how often do you really get to interact with a relic in gaming? I generally play Adventure Paths, and before that a ton of Pathfinder Society. Before that it was homebrew of course (pre Pathfinder), and I did offer my players the deck in a very, very long ago campaign. And they got lucky - no hideous outcomes. But I've never had the opportunity to draw myself.
If this is our TPK moment, what a way to go!
"Yeah, I was in Ravenloft, and we were doing well. Then we managed to snatch a deck of many things from the jaws of a suddenly friendly mimic. And I was consumed by it's magics!"
That's a story I'll remember.
| Tural Wode |
| 1 person marked this as a favorite. |
I will, once we know we are out of the room, door closed and not in immediate danger! Golems?
| Bombadil |
| 1 person marked this as a favorite. |
One of the things I like about the old AD&D modules is they could really break the mold and have things like an artifact in a 6th level adventure. We had a few TPKs happen in the 80s from the golden chest, either by the golems or the cards. Another great classic is Castle Amber (Chateau d' Amberville), the ghostly feast at the beginning is crazy.
| Bombadil |
Deck of Many Things for reference...
1 | Balance | XI. Justice | Change alignment instantly.
2 | Comet | Two of swords | Defeat the next monster you meet to gain one level.
3 | Donjon | Four of swords | You are imprisoned.
4 | Euryale | Ten of swords | –1 penalty on all saving throws henceforth.
5 | The Fates | Three of cups | Avoid any situation you choose, once.
6 | Flames | XV. The Devil | Enmity between you and an outsider.
7 | Fool | 0. The Fool | Lose 10,000 experience points and you must draw again.
8 | Gem | Seven of cups | Gain your choice of 25 pieces of jewelry or 50 gems.
9 | Idiot | Two of Pentacles | Lose 1d4+1 Intelligence. You may draw again.
10 | Jester | XII. The Hanged Man | Gain 10,000 XP or two more draws from the deck.
11 | Key | V. The Hierophant | Gain a major magic weapon.
12 | Knight | Page of swords | Gain the service of a 4th-level fighter.
13 | Moon | XVIII. The Moon | You are granted 1d4 wishes.
14 | Rogue | Five of swords | One of your friends turns against you.
15 | Ruin | XVI. The Tower | Immediately lose all wealth and property.
16 | Skull | XIII. Death | Defeat dread wraith or be forever destroyed.
17 | Star | XVII. The Star | Immediately gain a +2 inherent bonus to one ability score.
18 | Sun | XIX. The Sun | Gain beneficial medium wondrous item and 50,000 XP.
19 | Talons | Queen of pentacles | All magic items you possess disappear permanently.
20 | Throne | Four of wands | Gain a +6 bonus on Diplomacy checks plus a small castle.
21 | Vizier | IX. The Hermit | Know the answer to your next dilemma.
22 | The Void | Eight of swords | Body functions, but soul is trapped elsewhere.
| Tural Wode |
Hmm.... I don't see a card where you get frozen in a block of ice, but maybe that would be another interpretation of #3?
| Tural Wode |
Just for my curiosity....: 1d22 ⇒ 19
Lose all magic items? Does that card return to the deck after it is drawn? That would have really hurt!