David James Olsen's page

Organized Play Member. 135 posts (12,433 including aliases). No reviews. No lists. 1 wishlist. 23 aliases.


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Also posted in the Supergirl thread

Flash to appear on Supergirl

Flash to Appear on Supergirl

Matthew Morris, I had the same idea!

I think I am going to have to pass on this game. I thought I would have time, but this last week taught me that my work schedule combined with a couple sports my son is involved with combined with a crazy cold that it isn't in the cards for me right now.

Thanks for the opportunity and sorry I couldn't get some time to dedicate to this game. I was really looking forward to it.

I'm looking closer at arcanist, trying to get a feel for it and what to aim for. The White Mage seemed intriguing, as did the School Savant, close to being a wizard with a twist.

Good point about the Shaman and Witch similarities. I haven't really looked at the arcanist other than a glance at it.

I saw you had a witch before, did that work out ok for you as a party? If markofbane goes for a Barbarian and tark the shaman are we missing anything to help round out the party?

I didn't get the opportunity to look at much yesterday, but did avoid getting picked to be a juror on a week long trial!

So remaining players are an alchemist (vivisectionist), urban ranger, and bard (arcane duelist)?

So if TarkX does the divine, and markofbane veers away from caster to full BAB (unless he changes his mind), it looks like I'll check into the full arcane angle then.

I'm currently at the end of an on call week with Jury duty starting on Monday. I'll probably do a lot of thinking into my character then while sitting around.

I'll defer the martial spot to markofbane at this time. When TarkXT picks his choice I'll fill in the other

I'm the potential #6. I run Age of Worms for Corso (and markofbane). I'm ok if you stick with 5, I'll keep an eye out if Tark decides against it (He is a good player as well as markofbane so you can't go wrong with those two)

I apologize guys. Things have been crazy and it frustrates me that I cannot continue in this game. Have fun!

Thank you for all the great gaming material!

I plan on submitting a Half-Elf Bard (Magician). Still working on crunch and flavor, but only partially done. I will have it ready by tomorrow night if that isn't too late.

4d6 ⇒ (4, 6, 3, 1) = 14 13

4d6 ⇒ (5, 1, 3, 3) = 12 11

4d6 ⇒ (4, 1, 5, 4) = 14 13

4d6 ⇒ (4, 2, 5, 1) = 12 9

4d6 ⇒ (5, 5, 6, 6) = 22 17

4d6 ⇒ (4, 4, 6, 6) = 20 16

Warpriest character incoming

I've got the warpriest handled

I'll do a warpriest

I'm still trying to figure out how I am going to fit all the pieces together, but I am close.

Generally it will come down to having to take 2 levels of Lore Warden Fighter to make what I want to do work or be close to what I want to do work.

I am tempted to do 2 levels of Rage Prophet in there somewhere to be able to cast cure spells while raging, but I think I can do a work around and throw that in somewhere after 11th level if we every make it there!

For my part in the cavalier vs divine thing....I think Order of the Star works for me and being part of the order. If you can make it work with Paladin that's cool too! (In the end its up to GM Horror)

The dwarf can talk to his enemies like one would to a small baby, "Does the grumpy undead need a hug. Awww poor negative energy abomination!"

My first 3rd edition character was a halfling barbarian because coming from basic D&D/1st that was the funniest thing I could think of. My friend Scott played a half-orc barbarian. They were "half brother" barbarians. He (Ker Thunk)took a feat to be proficient with throwing me (Ker Splat) into combat and I had punch daggers, armor spikes, and grappled. It was a fun time all around.

I'm thinking either big ole barbarian or two weapon or mobile fighter archetype. Either way I'll stand in the line of fire.

So it is just us three or is anyone else in this?

GM Horror, not sure what to play yet, will wait to see what ideas everyone else has before committing! (Though I do have a couple ideas brewing)


I'm still interested, but I have been on call all week and haven't had time to dig into these new rules yet. I am hoping to grab some time yet this weekend, but may not if everything keeps breaking at work in which case it may take me longer

I'm interested. Haven't read any of the scenarios

Rickmeister, which character listed a few posts up dropped out?

Oops sorry! ;)

Just got Book 1 as it looks amazing. I'll look it over this weekend and I'm already glad I got it, even if I don't get into the game.

I think I am going to go with a fetchling shadow caller, working on the profile

Any limit on race choices?

Yeah I had downloaded that which made it look interesting to me. Is it enough to get me going?

I'd be interested in playing this, though I do not have any of pdfs at this time

Major Longhorn wrote:
Remember : Patience is a virtue...

Except in Ultima IV

As the instigator of all of this I would of course like to help!

Email Address:


CN Dwarf Magus (Skirnir)

Race: 1d7 ⇒ 1 Dwarf
Class: 1d22 ⇒ 16 Magus
Archetype?: 1d11 ⇒ 7 1=no Archetype
Alignment: 1d9 ⇒ 6 CN
Ability Score - Strength: 2d6 + 6 ⇒ (4, 3) + 6 = 13 13
Ability Score - Dexterity: 2d6 + 6 ⇒ (6, 1) + 6 = 13 13
Ability Score - Constitution: 2d6 + 6 ⇒ (1, 6) + 6 = 13 15
Ability Score - Intelligence: 2d6 + 6 ⇒ (6, 1) + 6 = 13 13
Ability Score - Wisdom: 2d6 + 6 ⇒ (2, 3) + 6 = 11 13
Ability Score - Charisma: 2d6 + 6 ⇒ (1, 4) + 6 = 11 9

Main Stat, well every stat below 14 so nothing to swap, any exception for this?

A general question to put out there for those who have run it, would you give XP for some of the battles where they sent others to fight, specifically...

Sending the Diergar to fight the dwarves or the vampire spawn to fight the monks

DM Easy wrote:
This is a planar campaign, so why not..

Ok, that was my line of thinking as well, but I didn't want to step outside the parameters of recruitment lightly.

DM Easy, would you consider a fetchling character? I was thinking a ranger with the trapper archetype for the "Trap-Smith" role


Jun Korten was raised in Korvosa the son of a merchant. His father was an honest merchant who treated everyone with respect and followed the law. Jun took to that philosophy naturally and when old enough joined the guard. Jun looked to make the city better and had lofty dreams. Not long after he joined the guard he saved a woman set upon by some punks looking to rob her. Jun beat them back and the two of them fell instantly in love.

Jun Korten used to have a pretty good life, not a great life, at least in his mind, but a good life. He had a position in the Korvosa guard, had a beautiful wife, a modest home. Sure he didn't make a lot of money as a guard, his wife always arguing with him wanting more things, and his house was an old run down place, but things made sense then.

At least it did up to a year ago when she left him.

Not sure where she went, but she was gone one day, left everything behind. At first Jun thought she must have been taken, but using every favor he earned being in the guard, no one could come up with any leads. Then the drinking began to deal with his dark thoughts and depression. Soon he drank so much he wasn't on the job or if he did make it he was already drunk.

That was six months ago.

Jun's skill set was limited and with no money and nothing to his name but some armor and weapons. He still had one friend in the guard left and he recommended Jun for a caravan guard job as long as Jun cleaned himself up and stopped his drinking. Jun agreed of course though he really had no intention of following through. There were times on the road where there wasn't alcohol available, but when it was Jun drank until he passed out.

That was 4 months ago.

Sleeping it off under the wagon one night the caravan was attacked by bandits and lit the wagon above him. Jun snapped out of his stupor when the wagon fell on his leg, trapping him under the burning wagon. The only option he had was to grab and lift it off of him as the flames started to consume him. He didn't think he had a chance but somehow he did it, but it the process he succumbed to severe burns on his hands and arms. His arms were blackened and shriveled, his skin burned and sensitive but others had said it looked like he had a glow when it happened.


While his leg and arms never fully healed, he discovered he had a gift from the gods. At the same time of his accident "The year of the Faithless" began. He found he had spells and the ability to heal people. Filled with renewed purpose he stopped drinking and began to use his abilities to help people in need. With his hands badly burnt he wasn't all that good of a fighter anymore so he took over the cleric role in the caravan while the cleric without his spells took over his job.

The caravan heads back to Korvosa and Jun is excited to get back. Rumors abound about the King's health and Jun worries about how his parents are faring. Plus he is ready to head to a place where his new skills can help before the "Year of the Faithless" ends as he is not sure if his abilities will last after it ends since he gained them when it began. He fears deep down he would revert back to who he was if that happened.

His concept going forward is to help the city in whatever way possible and open with his gifts. It is an extreme blessing for him and the only reason he thinks he is alive. Also he would want to make it up to the guard he was a part of and show he is better (but not wanting to re-join them). Also protect his family and friends.

Stats and other stuff:

Str 12
Dex 13
Con 14 (+2 Human)=16
Int 10
Wis 10
Cha 14

Male Human Dual-Cursed Oracle of Life

He will have the Lame and Blackened curses with the Blackened curse advancing while lame stay the same Assuming you are ok with the blackened curse otherwise I will need to change it but it gives some offense

Starting feats is most likely be Toughness and extra revelation

CST timezone, post frequently per day

Thank Lucendar, I do think that answer everything. The only other thing is to verify that we will all be from Korvosa originally (even if we don't know each other) and have been gone. While gone the Year of the Faithless began and now we are returning for whatever our own reasons are.

Lucendar, a couple questions for you:

When did this "Year of the Faithless" begin, and does it normally last a year or is it variable. Coupled with that did the "year" begin when everyone is together or at some point before they meet?

I am thinking about an Oracle of Life:

My idea (Depending on if the timing can work) is a down on his luck guy (probably a caravan guard out of Korvosa). At one point he is ready to end it and as he is committing the deed (by hanging) the rope breaks. This coincides exactly with the start of the "Year". He will have the haunting curse which he will attribute why the rope broke. After the attempt however he has the healing powers and spell casting.

This will turn around his outlook on life and he will relish the attention and desire of his powers because the nagging question on his mind is if he will lose these powers once the "Year" is over (and what would that mean for him)

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David James Olsen wrote:
Anyone have some ideas for encounters in Caer Bryr? They are about 1800xp short of 6th and I would like them to get there before getting too much farther in. I could just do a random encounter or two but didn't know if anyone did something on a grander scale. Maybe a run in with the Iraen and possible loose alliance?

I ended up using a modified version of Fiendish Footprints from Dungeon #122. I re-cast some of the Hobgoblins as Iraen and made some of the Hobgoblins followers of Asmodeus. I also adjusted the Fiendish Footprint magic item (which they won't get until after next session)

Anyone have some ideas for encounters in Caer Bryr? They are about 1800xp short of 6th and I would like them to get there before getting too much farther in. I could just do a random encounter or two but didn't know if anyone did something on a grander scale. Maybe a run in with the Iraen and possible loose alliance?

Thank you! I will miss definitely miss it until Gen Con comes around!

Please cancel my current Adventure Path subscription. I will be returning in six months.

I'd vote for I6 in 1st Ed/OSRIC rules

I am still working out some things in my head for my Paladin (Undead Scoure)/Alchemist (Chirugeon). I wish I could change the Undead Scourge to Oath against fiends, but I can make do with this.

What I know:
is that Senniki will be born and raised in Cheliax by Hell Knights of the Gate. They worked out a deal with a powerful fiend to have a daughter. Even as a tiefling she is a horror to look at. (Tail, batwings, extra arm, burning eyes).

Little did they know there was a clause in the contract that her parents would have to give her up to the fiend on her name day. Unwilling to do that they fled to hide her. During the fleeing, whether by the fiend or by chance, they were over run by undead. Her father sacrificed himself for them to escape, but her mother was injured and diseased. Soon her mother was dead and she couldn't do anything about it.

Senniki had gravitated more toward the Order of the Godclaw. Here I would like to be a paladin of the Godclaw's aspect of the 5 lawful gods if possible, otherwise she gravitates towards Iomedae due to her holy warriors battling both undead and evil outsiders. After surviving the undead attack and knowing a fiend out there wants her for its own purposes, she becomes a paladin but is not well received at first glance by her looks. She begins experiments with alchemy to both heal and to change who she is.

Now here is where I am stuck.

Some of My Ideas:
I would like to have a level or two of Hell Knight. Needing a second prestige class I looked at Master Chemyst and liked the mutagen second personality thing. As a twist, instead it being more monstrous looking, the alternate form would be LN and mainly human and beautiful looking other than the extra arm, tail, and wings (angelic wings in this form however). The alternate personality would follow the God Claw perfectly where as Senniki is a member but not as forceful to make people convert .

It has great flavor, but to use it which would give me +4 to Str or Con, I would lose all of my paladin abilities while changed (Smite Evil, aura of courage, extra saves, weapon bond, aura of life, lay on hands, channeling) and make the character much weaker. While I don't mind it on flavor and roleplaying side, it doesn't make a lot of sense mechanically.

Does whoever is reading this think that gives too much up on one end for flavor? I can find another prestige class to go with hell knight, but wanted to get thoughts and opinions

Thank you for whomever has an opinion/suggestion for me.

yeah I knew that was the way it worked, but just wanted to check on an alternate way. No biggie. I should have it done soon

Azure I have a question for you

DM Azure:

I'm putting my finishing touches on my character and had an idea but wanted to through it out to you first.

So my Paladin/Alchemist is a tiefling which I plan to make look vile (Extra arm, bat wings, tail) but obviously as a paladin is LG. Now with master chymist you get a hulking more hideous form, but I was thinking of twisting it and making his mutagenic form be a beautiful normal human and the typical "paladin" look. What are your thoughts on that. Obviously the form can't be a different alignment if it has a different personality, but I though maybe that form worships Aroden since Iomedae takes care of them anyways. His backstory would include that all his life he had to fight people's prejudices on the way he looks so he did experiments to make himself look normal.

I'm looking at a 1 or 2 level investment in it for this scenario at least. (probably coupled with Knight of Ozem or Holy Vindicator)

DM Azure_Zero wrote:
DM Carpe wrote:
Would you mind me giving up the Aasimar spell-like ability for a roll on the table Variant Racial Abilities Table? Or better yet choose four abilities from it and roll between those - though honestly that would probably be a bit overpowered, as some of them a garbage and some are gold and I'd just pick shinies.
Pick 10 Variant Racial Abilities (and only 2 can be +2 stat)

Hopefully I can do the same for Tiefling:

10 Variant Racial Abilities:

1. You possess some type of extrasensory organ, granting you all-around vision.

2. You gain an additional +2 racial bonus to your Charisma score.

3. You gain an additional +2 racial bonus to your Intelligence score.

4. You have over-sized limbs, allowing you to use Large weapons without penalty.

5. You possess claws that are treated as natural weapons and deal 1d4 points of damage.

6. You can communicate telepathically with any sentient creature with which you are in contact.

7. Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.

8. Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.

9. You are immune to magic sleep and paralysis effects.

10. You receive +1 bonus hit point per level.

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