Drow Scout

Nevaal's page

Organized Play Member. 8 posts (99 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 2 aliases.


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Grand Lodge

Interested

Grand Lodge

1. You defeated the enemy and they surrendered, what do you do? Bind them or secure them with whatever means we have available to us and unburden them of their weapons, scrolls, wands, or whatever mischief makers they have on their person. Especially lockpicks.

2. You are outnumbered or outgunned, damage along probably won't win the battle, unless you are rolling high and they are rolling low, what do you do? Yell at the rest of the party to escape. I'll use whatever we have either inventory, ability, or environment to slow down our attackers so that my allies may fight another day

3. You can't go onto the next room until you solve the puzzle and one of you can figure it out, how do you proceed? Ask the party members if they have any idea how to solve this annoying barrier to the next room

4. Player vs Player conflict, how do you proceed on playing the game? The conflict can happen before the game starts, ie. two people don't like each other, during the game, ie. they don't like your decisions or you don't like his, or even in-between books. Talk to the players outside of the game, either individually or together depending on the situation, and see if there is anything we can compromise on to be able to continue the game without any bad blood

5. An important NPC has been taking hostage and you are surrounded, like 10 guys ready to attack you all. One or more bad guys has a weapon pointed at the NPC if you retaliate, how do you proceed? Arcane: cast sleep or color spray.
Face: Try to talk our way out of it.
Martial: comply with kidnappers demands to ensure that the NPC is safe... then I will unleash my FURY UPON THEM LIKE THE CRASHING OF A THOUSAND WAVES!!!
Divine: Pray? Cast sanctuary?

6. You are told there is a certain object in the room, but none of you see it, what do you do? Assume the object is the size of a baseball, so it ain't like you are looking for a needle in the haystack. Cast detect magic or see invisible to find out if it is hidden in plain sight. Otherwise I would talk to whoever told me about this object and ask them to elaborate because I clearly don't see what they are seeing

Character idea: Buff druid focused on melee attacks and wild shape. No animal companion. Spells are mainly for sustaining or buffing self

Grand Lodge

Sour Heck wrote:
Nevaal wrote:
Thanks for pointing it out

Thanks for being cool about it!

I should also mention that you should just have one favored enemy at +6, and the other two should be at +2...this is a mistake I made myself not long ago. (You could also have the bonuses at +4/+4/+2)

Oh, ok. I had to read that a few more times to understand what you were talking about. Ok, I made the changes to my sheet. I won't post it again for now in case there are any other edits that I have to make first.

Grand Lodge

*Edit: replaced greatsword with scimitar in two places. Thanks to Sour Heck for pointing it out

Batoh Rocksteady

Divine Tracker Ranger Lvl 11
NG Medium Oread [Native Outsider] (featured race if allowed, otherwise I will switch to Half-Orc)
Init +2 (+4 while underground or in urban terrain); Senses Perception +16

Statistics:

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Spoiler:

Str 19 (23), Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +11/+6/+1; CMB +15; CMD 27
Deity: Iomedae
Languages: Common, Terran

Racial Traits
Slow Speed (base speed 20 ft)
Darkvision 60 ft
Treacherous Earth (Transform 10 ft Radius patch into difficult terrain for 1 minute/level
Granite Skin (+1 Natural Armor)
Crystalline Form (+2 AC vs Rays)

Traits
Subject of Study (+1 Damage to Undead)
Courageous (+2 on saves vs fear effects)

Feats
Lvl 1: Weapon Focus (Scimitar)
Style lvl 2: Power Attack
Lvl 3: Weapon of the Chosen
Class lvl 3: Endurance
Lvl 5: Improved Weapon of the Chosen
Style lvl 6: Furious Focus
Lvl 7: Greater Weapon of the Chosen
Lvl 9: Improved Critical (Scimitar)
Style lvl 10: Improved Sunder
Lvl 11: Sundering Strike

Class Features
Combat Style: Two-Handed Weapon
Favored Enemy: +6 Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival versus Undead, Evil Outsiders, and Magical Beasts
Favored Terrain: +4 Initiative, Knowledge (Geography), Perception, Stealth and Survival while in Underground or Urban terrain
Evasion
Quarry: As a standard action, denote one target within LOS as the quarry. +2 insight on attack rolls and all critical threats are automatically confirmed. Can take 10 on survival check while moving at normal speed without penalty.
Swift Tracker
Track
Woodland Stride

Blessings:
Good Blessing:
Holy Strike (minor) Touch one weapon and bless it to deal an extra 1d6 points of damage against evil creatures for 1 minute. The weapon is treated as good for the purpose of overcoming damage reduction.
Battle Companion (major) Functions as summon monster IV for 1 minute but can only summon good outsiders or an animal with the celestial template. For every 2 levels beyond 10th the level of summon monster spell increases by 1.

Sun blessing:
Blinding Strike (minor) Blind a target for 1 round; Reflex Save reduces to dazzled for 1 round
Cleansing Fire (major) Touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute

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Defense:

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Spoiler:

AC 26, touch 14, flat-footed 24 (+2 DEX, +6 Armor, +3 Shield, +3 NA, +2 Deflect) [+2 vs rays]
HP 100 (1d10) (+1 Favored Class Ranger)
Fort +11, Ref +11, Will +7 (+2 vs fear)

Glamered, Deathless Hide Armor +2 (11715 gp)
(AC +6, DEX +4, AP -2, AF 20%, Move speed 15ft)
Animated Medium Wooden Shield +2
(AC+3, AP -1)
Amulet of Natural Armor +2 (8000 gp)
Ring of Protection +2 (8000 gp)
Cloak of Resistance +2 (8000 gp)

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Offense:

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Spoiler:

Speed 15 ft. w/ armor
One Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+6] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+12]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

Two Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+9] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+18]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

+1 Trait bonus damage vs undead
+6 Attack and Damage vs undead, evil outsiders, and magical beasts


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Skills:

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Spoiler:

Bluff -1 (+6 vs undead, evil outsiders and magical beasts)
Climb +12 (+10) [+9]
Heal +11
Knowledge (Dungeoneering) +8 (+6 vs undead, evil outsiders and magical beasts)
Knowledge (Geography) +4 (+4 while underground or in urban terrain)
Knowledge (Nature) +8
Perception +16 (+4 while underground or in urban terrain)
Ride +6
Sense Motive +2 (+6 vs undead, evil outsiders and magical beasts)
Spellcraft +6
Stealth +16 (+4 while underground or in urban terrain)
Survival +16 (+6 vs undead, evil outsiders and magical beasts) (+4 while underground or in urban terrain)
Swim +12 (+10) [+9]

Grand Lodge

Sour Heck wrote:
Nevaal wrote:
Ok, here is the crunch, it is mostly complete.

I think you mixed up "greatsword" and "scimitar" at various points.

You are correct, I had it originally as a greatsword but sarenrae fit in more with the character idea. Thanks for pointing it out

Grand Lodge

Ok, here is the crunch, it is mostly complete. The only thing I have left to add are some mundane adventuring items but I added the magical gear that I planned for the character to have.

Batoh Rocksteady

Divine Tracker Ranger Lvl 11
NG Medium Oread [Native Outsider] (featured race if allowed, otherwise I will switch to Half-Orc)
Init +2 (+4 while underground or in urban terrain); Senses Perception +16

Statistics:

--------------------

Spoiler:

Str 19 (23), Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +11/+6/+1; CMB +15; CMD 27
Deity: Iomedae
Languages: Common, Terran

Racial Traits
Slow Speed (base speed 20 ft)
Darkvision 60 ft
Treacherous Earth (Transform 10 ft Radius patch into difficult terrain for 1 minute/level
Granite Skin (+1 Natural Armor)
Crystalline Form (+2 AC vs Rays)

Traits
Subject of Study (+1 Damage to Undead)
Courageous (+2 on saves vs fear effects)

Feats
Lvl 1: Weapon Focus (Greatsword)
Style lvl 2: Power Attack
Lvl 3: Weapon of the Chosen
Class lvl 3: Endurance
Lvl 5: Improved Weapon of the Chosen
Style lvl 6: Furious Focus
Lvl 7: Greater Weapon of the Chosen
Lvl 9: Improved Critical (Greatsword)
Syle lvl 10: Improved Sunder
Lvl 11: Sundering Strike

Class Features
Combat Style: Two-Handed Weapon
Favored Enemy: +6 Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival versus Undead, Evil Outsiders, and Magical Beasts
Favored Terrain: +4 Initiative, Knowledge (Geography), Perception, Stealth and Survival while in Underground or Urban terrain
Evasion
Quarry: As a standard action, denote one target within LOS as the quarry. +2 insight on attack rolls and all critical threats are automatically confirmed. Can take 10 on survival check while moving at normal speed without penalty.
Swift Tracker
Track
Woodland Stride

Blessings:
Good Blessing:
Holy Strike (minor) Touch one weapon and bless it to deal an extra 1d6 points of damage against evil creatures for 1 minute. The weapon is treated as good for the purpose of overcoming damage reduction.
Battle Companion (major) Functions as summon monster IV for 1 minute but can only summon good outsiders or an animal with the celestial template. For every 2 levels beyond 10th the level of summon monster spell increases by 1.

Sun blessing:
Blinding Strike (minor) Blind a target for 1 round; Reflex Save reduces to dazzled for 1 round
Cleansing Fire (major) Touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute

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Defense:

--------------------

Spoiler:

AC 26, touch 14, flat-footed 24 (+2 DEX, +6 Armor, +3 Shield, +3 NA, +2 Deflect) [+2 vs rays]
HP 100 (1d10) (+1 Favored Class Ranger)
Fort +11, Ref +11, Will +7 (+2 vs fear)

Glamered, Deathless Hide Armor +2 (11715 gp)
(AC +6, DEX +4, AP -2, AF 20%, Move speed 15ft)
Animated Medium Wooden Shield +2
(AC+3, AP -1)
Amulet of Natural Armor +2 (8000 gp)
Ring of Protection +2 (8000 gp)
Cloak of Resistance +2 (8000 gp)


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Offense:

--------------------

Spoiler:

Speed 15 ft. w/ armor
One Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+6] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+12]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

Two Handed:
+1 Furyborn Scimitar (+18/+13/+8) [1d6+9] Critical 17-20/x2
Power Attack (+18/+10/+5) [1d6+18]
Furyborn: Enhancement increases by +1 each time the wielder damages one opponent up to a max of +5
Additional bonuses go away if the opponent dies, the wielder attacks a different creature, or 1 hour passes

+1 Trait bonus damage vs undead
+6 Attack and Damage vs undead, evil outsiders, and magical beasts


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Skills:

--------------------

Spoiler:

Bluff -1 (+6 vs undead, evil outsiders and magical beasts)
Climb +12 (+10) [+9]
Heal +11
Knowledge (Dungeoneering) +8 (+6 vs undead, evil outsiders and magical beasts)
Knowledge (Geography) +4 (+4 while underground or in urban terrain)
Knowledge (Nature) +8
Perception +16 (+4 while underground or in urban terrain)
Ride +6
Sense Motive +2 (+6 vs undead, evil outsiders and magical beasts)
Spellcraft +6
Stealth +16 (+4 while underground or in urban terrain)
Survival +16 (+6 vs undead, evil outsiders and magical beasts) (+4 while underground or in urban terrain)
Swim +12 (+10) [+9]

Grand Lodge

Hope I'm not too late. Here's the fluff for the ranger I've been building. Finishing up the majority of the Crunch now so I will post again with that in a little bit.

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Backstory:

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Spoiler:

Blood and sweat stung him as they flowed over his eyes. He can feel the fire in his chest, burning his lungs as they ached for reprieve. The crackle of the fire around him would be calming if it weren’t overlapped by the screams of his fellow villagers frantically trying to escape around him. The heat from the razed buildings were overwhelming, but he knew he could not remove is armor, to do so would make his death a certainty. “Sabail!”, he shouted frantically into the night, “Sabail where are you?”

“Here! We’re here!” He heard the voice behind a nearby building. He forced his muscles to tighten his grip around his sword’s handle, agonizingly forced his tired limbs to lift him off the ground. Batoh’s arms were barely strong enough to lift his sword; his shield would have to stay in the mud for now. His tired body hobbled behind the building to find his wife and son huddled between a cart and the wall. No sooner did he reach them when the creatures fell upon them. Batoh fought them with tooth and nail trying to protect his family, but he was not strong enough.

That was a decade ago now, but every evening is plagued with visions of that night. He spends his days now as a simple laborer, doing what is needed in the fields outside of Cassomir. The work is simple, and honest. The pay is low, but it is enough to keep him fed and a roof over his head. Whatever else he has to spare he sends to his son, Salvus, at the Acadamae in Korvosa. The boy grew up well; he grew poor but he grew up well with a good head on his shoulders. Batoh only hopes that the future fairs better for his son than the past did for the both of them.

It was here in Cassomir that professor Lorrimor found Batoh. How professor Lorrimor knew that Batoh was a survivor from that night he will never know. Batoh never told a soul where he came from, lest the townspeople became worried that his blood was tainted and he may someday turn. He prayed to the gods that Lorrimor did not know about his son. He had paid what was left of the coin from his adventuring days for the paperwork to show that Salvus was born and raised in Cassomir. Professor Lorrimor came and visited frequently to ask him questions, a seemingly endless number of questions. In exchange, professor Lorrimor taught Batoh everything there was to know about the creatures that attacked that night. Then all at once the visits stopped. Batoh thought that the professor had finally learned everything he came to learn and was done with him, until the letter arrived; summoning him to Ravengro.


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Description:

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Spoiler:

Batoh has gotten old in his days, but the countless days of working in the fields have kept his muscles toned and strong. The dirt on his body is nearly undistinguishable from the texture of his suntanned skin that reveals his bloodline. For those that doubt the mixture of his heritage, the rocky spurs jutting from his knees, elbows, and shoulders should be enough to convince them. The hair atop his head is the same hue as the ground he toils on, and though it is a bit thinner now it is more than most men his age could hope for.

As the day wanes, the scars from his past begin to ache, another reminder that he cannot entirely forget his history. After that night, Batoh had gone to a temple of Sarenrae to heal his wounds, but the scars remain as a constant reminder. Since then he has become one of Sarenrae’s faithful, following her teachings as law for living. For added protection, he had the scriptures of Sarenrae tattooed upon his body in hopes to fight any sign of corruption after the attack. His entire left side has been marked with words or Sarenrae, and over his heart he specifically had the scriptures pertaining redemption and swift justice.

On the battlefield he stands strong, towering above his enemies. Though he was unable to become a paladin of Sarenrae, he took up her favored weapon in hopes that his faith would strengthen him in battle. Batoh bolsters his defense when upon the field of battle, but as his fury grows he begins to attack without abandon, allowing his strength to forge the path through his enemies before him.

Grand Lodge

Dotting; sounds like a fun time