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Male Construct N/A(?)

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Male Construct N/A(?)

Just sent a friend invite from MathDoneInPen#9057


Two levels of rogue and life is fun again!


GM MacShack wrote:
First thing I thought of is the captured NPC is trapped inside the reanimated grave knight (since a grave knight is technically the armour), and is still alive. Just my two CP.

That's exactly what I was thinking. Either save him soon or he BECOMES the grave knight(I.e. it takes over completely) and you have to kill your friend. Sense of urgency with consequences. Cut and dry good story to me (if a little mean/heavy on the consequences)

AS FOR FEY VAMPIRE
I think 3 satyr vampires with a satyr Nosferatu Mastermind overboss and 3 vampire fauns per satyr as servants, each making vampire spawn to assist in kidnapping villagers and travelers. A Lurker in Light could be using these as sacrifices to bring over more satyr and faun, to join the cult under the rule of their Nosferatu vampire, all under the Siabrae's umbrella. Sooner they kill of the Lurker, the less Satyr vampires they have to deal with over time


Asmodeus’ Advocate wrote:
If I'm reading this right, you're asking for under CRd monsters.

More generally, I was looking for advice on any creatures to beware of(EITHER by being under CR like ghouls/ghasts OR over CR creatures). I LOVE the fey vampire suggestion. I planned on a vampire in the cadre, and a group of maybe 4 of the satyr vampires beneath the Boss Vampire I have in mind would be super in-setting as well as hard to fight.


The Pukwudgie is a brilliant suggestion! As for other feedback, I was thinking Zombie Lord Druids as magical supports. I might just as well get rid of the extra Mudra in the example encounter and swap for a caster.


I am working on the next villain for my party (4 man, 6th level gestalt with 20 point buy. I am treating them as a CR10 encounter while building, rather than an APL 6 party).

I want to staff the villain (siabrae(druidic lich) necromancer) with a host of undead lieutenants, which will be his acting arms throughout the country.

I have ZERO idea what undead are more vs less powerful (or over/under CRed). I would love some advice on building undead encounters in general, and more specifically suggestions for more interesting undead outside of Zombified/Skeletized X.

I have the first encounter planned, as an example of the types of fights I have considered.

Encounter:

Party is seeking ruins in a swamp. They encounter a Giant Anaconda Zombie(CR 7), left by the enemy as a guard dog.

Reaching the ruins, there are 8 Advanced 4arm Mudra Skeletons wielding 3 swords and a board (CR 10) guarding the outer ruins against intrusion.

Inside single standing building, large church space with 4 more Mudra and the LT, a Skeletal Champion Ice Troll close to a mountable Deathweb (CR 8), who may or may not be on the ceiling waiting to ambush, depending on how much noise they make outside

EDIT: My other ideas for LTs include a Vampire Dread Lord as the master of a small city and a Grave Knight(which may or may not be a captured NPC the party likes)


Eberron? Pathfinder Eberron? Gestalt Pathfinder Eberron!? I'll be right back


Dotting with interest, back in a flash with a bard!


Male Construct N/A(?)

So I've been looking at backgrounds so we can make connections like GM talked about. Is there any way Tiller might be fished out of that river by an odd mage camping riverside on his way to Ptollus? If nothing else a reason to head that way, and possibly allow us both to meet Miss Kath

Shellin is Lawful neutral, and part of his personal laws include forming his own opinion based on observation. In other words, just because you might look scary doesn't change the fact that you look drowned and hurt. He also speaks Undercommon :D


Cantriped wrote:
I don't know if the GM is holding us to it, but there is a general guideline prohibiting spending more than half of your starting wealth on any single magical item (putting wands out of reach until 3rd level unless the GM makes partially used wands available at discount).

Ah, shoot. Well, unless GM chimes in later, I'll just swap to around 10 scrolls, should be fine until we make adventure profits.


EltonJ wrote:
Alias ad Tempus wrote:
Question: do you want/expect more fleshed out backgrounds? Or is a "tagline" sufficient?
I love fleshed out backgrounds.

Fluffed up the background, tried to get out of the "tagline" feel.

Shellin Fluff:

Shellin is a 6 ft tall Human male, with short brown hair and fair skin. He has hard smile lines, a mark of his ever present half-smile. His eyes are clear blue with near pinpoints of black for pupils. His eyes seem to catch and reflect every glint of available light, shining to the observer in the dark.

Many consider Shellin unsettling, either put off by his intellect, fearful of his heavy and constant stare, or occasionally by his shadow(s).

Normally, Shellin casts an average shadow in the light of the Sun. After the Sun sets or during any stormy weather, Shellin's shadow blooms out into a thunder of dragons, surging and dancing as they sweep around Shellin's every step.

Shellin, the son of a widowed hedge wizard and librarian, was fine to be left alone. He had his father, and their many books. Shellin spent his entire childhood voraciously reading anything he could get his hands on. His favorites include journals of famous generals and maps of their previous battles. Shellin's favorite story was of a Southern General, trained in the strange Triaxis ways, who rode a mighty blue dragon into battle.

Here began his true fascination, the primal force of lightning. Shellin would sit by his window on stormy nights, watching his dragons dance across the room by the moonlight, watching each flash of lightning throw his subtle horde into stark relief, and imagine himself the commander of his own blue dragon, slaying great beasts with lightning from his steed.

It was one such stormy night when Shellin was lost to sleep, dreaming as above, when he put his first hole in the ceiling of his room. As best as his father could figure, Shellin had fired a bolt of lightning in his sleep, straight through their roof! Only the rain kept their home from burning.

From that day, Shellin's father, Cerill, taught the boy what he could, and helped guide his reading when it became clear the boy was far more powerful than he. Shellin learned all he could alone, but his understanding was always haunted with questions that could be answered by neither his father nor the authors of what tomes he could acquire.

Shellin's dream has become quite different. He seeks to become the dragon of his dreams. He has left home for Ptollus, seeking any opportunity to improve his craft, gain new knowledge, and hopefully apprentice himself to a far wiser mage.


Shellin:

Summary: Shellin is a veritable database when it comes to knowledge checks. For combat I went with a more "signature spell" feel centered around Shocking grasp, which both frees up his other slots for utility spells and fits really well, thematically, with his bloodline!

Background: Wizard’s apprentice +2 Knowledge (arcana)
Background Skills: Knowledge geography and history

Shellin
Level 2 Blood Arcanist(Blue Dragon Blood)
Human Male
LN Medium humanoid
Init +2; Senses Perception +4, Darkvision 10ft, low light vision

DEFENSES
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 13 (2d6+4)
Fort +1, Ref +2, Will +4

OFFENSE
Speed 30 ft.
Melee +2
Ranged +3

STATISTICS 25 pts
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14

Traits: Magical Lineage(Shocking Grasp), Triaxis trained, monstrous shadow(thunder of dragons)

Feats Reach Spell, Spell Focus(Evocation)

Skills Perception +4//, Spellcraft +7//, Stealth 4//,
Knowledges{ Arcana +11//, Local +8/, Nature +8/, Religion +8/, History +9//, Geography +9//, Dungeoneering +8/}/ denotes skill ranks

Languages Common, Dwarven, Elven, Draconic, Celestial

SQ
Draconic Heritage Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level

Arcane pool:4/5

Bloodline(Blue Dragon)
Arcana: Whenever you deal electricity damage with a spell, add +1 per die rolled to the damage
1st: Blood Havoc: Whenever you deal damage with a bloodline spell or a spell in spell focus school, add +1 per die rolled to the damage

Spells Prepared/known
0th 1st
5 2
all 9

1st
Shocking Grasp, Feather Fall, Identify, Comprehend Language, Mount, Disguise Self, Silent Image, Vanish, Enlarge Person

Gear 41gp Total Weight: 35lbs
Fighter Kit 9gp
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Spellbook

Wand of Infernal Healing 50/50 750gp

Sleeves of Many Garments 200gp

5 lbs in various books

Carry Capacity:
Light Medium Heavy
up to 38 lbs. 39–76 lbs. 77–115 lbs.


EltonJ wrote:


Stardust wrote:
Just checking, has this thread now become the official recruitment thread?

Yes.

I am definitely still interested now that the game has gone full recruitment. I'll Just drop Shellin back here for now, with some minor cleanup improvements + appearance, background, and trait updates:

(added draconic heritage and triaxis trained from legacy of dragons)
Shellin, Dragon Blooded Arcanist:

Shellin is 6 ft tall, with short brown hair and fair skin with hard smile lines, a sign of his ever present half-smile. His eyes are clear blue with near pinpoints of black for pupils. His eyes seem to catch and reflect every glint of available light, shining to the observer in the dark. Normally, Shellin casts an average shadow in the sun. But after the sun sets or during a stormy day, Shellin's shadow dances and surges as a thunder of dragons, sweeping around Shellin's every step.

Shellin, the son of a widowed hedge wizard and librarian, has spent his entire life voraciously reading anything he could get his hands on. His favorites include journals of famous generals and maps of their previous battles, particularly those involving any sort of dragon. One of Shellin's most thumbed book not about some great general or other is a guide detailing Triaxis drangon handling techniques.

Upon manifesting his magical powers, Shellin's reading interests became much more focused in topic. He quickly outstepped his father, teachable only by authors of any magical text he could acquire. After learning all he could on his own, Shellin seeks to apprentice himself to a true wizard here in Ptolus, and hopefully practice to hone his craft.

Background: Wizard’s apprentice +2 Knowledge (arcana)
Background Skills: Knowledge geography and history

Shellin
Level 2 Blood Arcanist(Blue Dragon Blood)
Human Male
LN Medium humanoid
Init +2; Senses Perception +4, Darkvision 10ft, low light vision

DEFENSES
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 13 (2d6+4)
Fort +1, Ref +2, Will +4

OFFENSE
Speed 30 ft.
Melee +2
Ranged +3

STATISTICS 25 pts
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14

Traits: Magical Lineage(Shocking Grasp), Triaxis trained, monstrous shadow(thunder of dragons)

Feats Reach Spell, Spell Focus(Evocation)

Skills Perception +4//, Spellcraft +7//, Stealth 4//,
Knowledges{ Arcana +11//, Local +8/, Nature +8/, Religion +8/, History +9//, Geography +9//, Dungeoneering +8/}/ denotes skill ranks

Languages Common, Dwarven, Elven, Draconic, Celestial
SQ

Draconic Heritage Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level

Arcane pool:4/5

Bloodline(Blue Dragon)
Arcana: Whenever you deal electricity damage with a spell, add +1 per die rolled to the damage
1st: Blood Havoc: Whenever you deal damage with a bloodline spell or a spell in spell focus school, add +1 per die rolled to the damage

Spells Prepared/known
0th 1st
5 2
all 9

1st
Shocking Grasp, Feather Fall, Identify, Comprehend Language, Mount, Disguise Self, Silent Image, Vanish, Enlarge Person

Gear 41gp Total Weight: 35lbs
Fighter Kit 9gp
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Spellbook

Wand of Infernal Healing 50/50 750gp

Sleeves of Many Garments 200gp

5 lbs in various books

Carry Capacity:
Light Medium Heavy
up to 38 lbs. 39–76 lbs. 77–115 lbs.

Shellin is a veritable database when it comes to knowledge checks. For combat I went with a more "signature spell" feel centered around Shocking grasp, which both frees up his other slots for utility spells and fits really well, thematically, with his bloodline!


EltonJ wrote:

Did you use Legacy of Dragons to make him up? You might find it useful (and yes, I have a hardcopy).

Oh, in that case I was thinking of taking the Draconic heritage alternate racial trait, in exchange for the monstrous shadow drawback(thinking multiple dragons for a shadow.)

Shellin:

Shellin is 6ft tall, with tanned skin, short brown hair, and bright blue eyes. He casts a shadow of several dragons which encircle him

Shellin has spent his entire life voraciously reading anything he could get his hands on. His favorites include journals of famous generals and maps of their previous battles, particularly those involving any sort of dragon.
Upon manifesting his magical powers, Shellin's reading interests became much more focused in topic. After learning all he could on his own, Shellin seeks to apprentice himself to a wizard here in Ptolus, and hopefully practice to hone his craft.

Background: Wizard’s apprentice +2 Knowledge (arcana)

Shellin
Level 2 Blood Arcanist(Blue Dragon Blood)
Human Male
LN Medium humanoid
Init +2; Senses Perception +5, Darkvision 20ft, Low Light vision 10ft
DEFENSES
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 13 (2d6+4)
Fort +1, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee +2
Ranged +3
STATISTICS 25 pts
Str 11, Dex 14, Con 12, Int 18, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 14
Traits: Magical Lineage(Shocking Grasp), Draconic Heritage, Monstrous Shadow
Feats Reach Spell, Spell Focus(Evocation)
Skills Perception +6, Spellcraft +6, Knowledges{ Arcana +10, Local +8, Nature +8, Religion +8, History +8, Geography +8
Languages Common, Dwarven, Elven, Draconic, Celestial
SQ
Arcane pool:4/5

Bloodline(Blue Dragon)
Arcana: Whenever you deal electricity damage with a spell, add +1 per die rolled to the damage
1st: Blood Havoc: Whenever you deal damage with a bloodline spell or a spell in spell focus school, add +1 per die rolled to the damage

Spells Prepared/known
0th 1st
5 2
all 9

1st
Shocking Grasp, Feather Fall, Identify, Comprehend Language, Mount, Disguise Self, Silent Image, Vanish, Enlarge Person

Gear 41gp Total Weight: 35lbs
Fighter Kit 9gp
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Spellbook

Wand of Infernal Healing 50/50 750gp

Sleeves of Many Garments 200gp

5 lbs in various books

Carry Capacity:
Light Medium Heavy
up to 38 lbs. 39–76 lbs. 77–115 lbs.


Really interested, looking to start my first PbP game

Shellin, the student:

Shellin has spent his entire life voraciously reading anything he could get his hands on. His favorites include journals of famous generals and maps of their previous battles, particularly those involving any sort of dragon.
Upon manifesting his magical powers, Shellin's reading interests became much more focused in topic. After learning all he could on his own, Shellin seeks to apprentice himself to a wizard here in Ptolus, and hopefully practice to hone his craft.

Background: Wizard’s apprentice +2 Knowledge (arcana)

Shellin
Level 2 Blood Arcanist(Blue Dragon Blood)
Human Male
LN Medium humanoid
Init +2; Senses Perception +1
DEFENSES
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 13 (2d6+4)
Fort +1, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee +2
Ranged +3
STATISTICS 25 pts
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Traits: Magical Lineage(Shocking Grasp)
Feats Reach Spell, Spell Focus(Evocation)
Skills Appraise +8, Spellcraft +6, Knowledges{ Arcana +10, Local +8, Nature +8, Religion +8, History +8, Geography +8
Languages Common, Dwarven, Elven, Draconic, Celestial
SQ
Arcane pool:4/5

Bloodline(Blue Dragon)
Arcana: Whenever you deal electricity damage with a spell, add +1 per die rolled to the damage
1st: Blood Havoc: Whenever you deal damage with a bloodline spell or a spell in spell focus school, add +1 per die rolled to the damage

Spells Prepared/known
0th 1st
5 2
all 9

1st
Shocking Grasp, Feather Fall, Identify, Comprehend Language, Mount, Disguise Self, Silent Image, Vanish, Enlarge Person

Gear 41gp Total Weight: 35lbs
Fighter Kit 9gp
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Spellbook

Wand of Infernal Healing 50/50 750gp

Sleeves of Many Garments 200gp

5 lbs in various books

Carry Capacity:
Light Medium Heavy
up to 38 lbs. 39–76 lbs. 77–115 lbs.

Shellin is a veritable database when it comes to knowledge checks. For combat I went with a more "signature spell" feel centered around Shocking grasp, which both frees up his other slots for utility spells and fits really well, thematically, with his bloodline!