Iramine

Navlin Gaethdel's page

3 posts. Organized Play character for Grimlight (RPG Superstar 2015 Top 16).



Silver Crusade RPG Superstar 2015 Top 16 , Star Voter Season 8 aka Grimlight

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A pallid grey humanoid face with six vibrant purple eyes and arachnid fangs protrudes from the cephalothorax of this spider. Its smooth exoskeleton coated in polished stone.

Labyrinth Weaver CR 6
XP 2,400
N Large magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +6
----- Defense -----
AC 18, touch 13, flat-footed 14 (+3 Dex, +6 natural, -1 size)
hp 78 (8d10+32)
Fort +10, Ref +9, Will +3
DR 5/adamantine, 5/bludgeoning

----- Offense -----
Speed 40 ft., burrow 10 ft., climb 20 ft.
Melee bite +12 (2d6+7 plus poison and grab)
Space 10 ft.; Reach 5 ft.

----- Statistics -----
Str 20, Dex 17, Con 18, Int 7, Wis 13, Cha 10
Base Atk +8; CMB +14 (+18 grapple); CMD 28 (+40 vs. trip)
Feats Ability Focus (poison), Improved Initiative, Pack Attack (teamwork), Skill Focus (Stealth)
Skills Acrobatics +4 (+8 to jump), Climb +18, Perception +6, Stealth +10
Languages Aklo

----- Ecology -----
Environment any underground
Organization solitary, pair, or cluster (3–6)
Treasure none

----- Special Abilities -----
Camouflage (DC 15) (Ex) A labyrinth weaver at rest looks like a boulder, a DC 15 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice.
Poison: (Ex) Bite—Injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Wisdom damage; cure 2 consecutive saves. The save DC is Constitution-based. Labyrinth weaver poison causes strong psychotropic hallucinations. There is a 20% chance the poison will induce cumulative fear effect each round until the poison is cured. Creatures immune to fear are immune to this effect.
Stone Tunnel (Ex) Labyrinth weavers can create tunnels through solid stone or masonry. They have a burrow speed 10 feet through any terrain with hardness of 8 or less. Labyrinth weavers choose whether to leave a tunnel behind.
Wall Weave (Sp) Labyrinth Weavers spinnerets do not create traditional webs but instead produce a viscid liquid in all variety of colors that dries into solid stone in 1 minute. A labyrinth weaver creates 5 cubic feet of stone in a minute. The labyrinth weaver may quadruple the time taken in creating the stones to match existing terrain including color, style and duplicate artistic designs including writing. Once a wall has dried it takes a DC 20 perception or knowledge engineering to recognize the new barrier.

Labyrinth weaver spiders are tenacious intelligent pack predators found in the tertiary tunnels of the Darklands. They are extremely patient, stalking prey for days before making themselves known.

A labyrinth weaver does not spin webs but instead creates a plaster-like substance that dries as hard as stone in any color. As the name suggest the labyrinth weaver uses or even creates elaborate maze structures for a hunting grounds. Labyrinth weavers reshape their maze hunting grounds by opening and closing passageways.

Unsuspecting adventurers have made camp in tunnels only to later find themselves entombed and quickly running out of oxygen.
Labyrinth weavers will herd more powerful opponents towards traps, hazards, or even other Darkland denizens to significantly weaken them before attacking. Their poisonous bite contains a powerful hallucinogen that disorientates victims and is known to causes horrifying visions.

A labyrinth weaver exoskeleton is coated in layers of their stone secretions making them resistant to piercing or slashing weapons. The typical labyrinth weaver is 8 feet long and weighs about 1600 pounds. Labyrinth weavers can speak Alko and sometimes taunt terrified prey.

Silver Crusade RPG Superstar 2015 Top 32 , Star Voter Season 8 aka Grimlight

The Fancy Reefclaw Brewery

Silver Crusade RPG Superstar 2015 Top 16 , Star Voter Season 8 aka Grimlight

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Depth Charger
Aura strong transmutation, moderate conjuration; CL 11th
Slot none; Price 58,500 gp; Weight 3 lbs.
Description
The barrel and mechanical components of this blunderbuss are made of mithral and an intricate skeletal fish is carved into the wooden stock. Depth Charger is a +2 bane (aquatic), reliable blunderbuss.

When Depth Charger is grasped underwater it enables its wielder to breathe normally as per the spell water breathing. The wielder can continue to breathe underwater for a total of 12 hours as long as they hold Depth Charger. These hours do not have to be consecutive but must be used in full hour increments. After providing the wielder with 12 hours of water breathing Depth Charger must be removed from the water and placed in a completely dry location for 12 consecutive hours before this effect may be used again.

Additionally all ammunition used by Depth Charger while underwater is considered to have the dry load magical enhancement in addition to any other magical enhancement it previously contained. Any wet ammunition loaded into Depth Charger is instantly dried and surrounded by an air pocket for 3 minutes. If the ammunition is not used within 3 minutes of loading the air bubble disperses and unused ammunition is effected by water normally.

Construction
Requirements Craft Magic Arms and Armor, Gunsmithing, control water, mending, summon monster I, water breathing, Cost 32,000 gp

Silver Crusade RPG Superstar 2015 Top 16

Our group has unfortunately lost a member so we are looking to replace our fallen friend with one or two more players. We are not far into the game (still in the first book just after the swallowtail festival) so you haven't missed much. The group just turned level 2 so what we are looking for is a 2nd level character with an interesting history and back story that will be dropped into the game.

25 point buy, pathfinder society races (core races plus assmitar, tiefling, and tengu) 500 gold in equipment to start. All classes are open. Prospective characters should also include an image (or link to an image) to be used for the in game token.

Right now this game is text based conversation we may try Skype in the future but using Roll20 voice client wasn't a success. We play every other Tuesday from 12:30 PM pacific standard time until 4:30 PM. If you are interested make up a character and post in the board. If you already submitted a character and didn't get picked the first time around find you posting and add a note to let us know you are still interested!

Thanks and good luck!

Silver Crusade RPG Superstar 2015 Top 16

1 person marked this as a favorite.

The last rays of the setting sun bathe burnt orange over the ocean and cast the last bits of late spring warmth on your face. The lost coast road finally emerging out of the tree line allows you to gaze upon your travels destination. With the light of the setting sun the Old Light has changed from a drab grey to a pinkish hue. The town of Sandpoint stands before you and is just a short distance away across the Sandpoint Bridge. The temperamental weather of the Varisian Gulf and some poor luck delayed you several days but at least you made it in one piece and now you’re so close you can smell the Hagfish greasy fish stews. Supper, a warm fire and a good night’s rest and you’ll be right as rain for the Swallowtail Festival tomorrow.

I’ll be running Rise of the Runelords anniversary edition adventure Path on the Roll20.net system. We will be using their sound interface but no web cams (slows down the interface too much besides I’d rather look at your PC’s then your ugly mugs!). It’s my first time using the system to GM a game and I am looking forward to it. The plan is to play every other Tuesday starting 05/21/13 from 12:30 PM-4:00 PST/PDT (That’s 7:30-11:00 GMT).

As a GM I try to be a narrator to the story you enact with your characters. I won’t force you down into the hole to push the story. You want to walk away from Sandpoint as the citizens get massacred by all means (Your actions should still match your alignment however). Not being your seeing-eye GM means that you need to be involved in your game. Remember you take the action and I describe the result. Want in?
Here is what I am looking for:

5 players max. Realize that if you’re selected for this bi-weekly game you should be as committed to it as you would be a pen and paper style at your friend’s house. It sucks having to fill in for people when they flake.

25 Point Buy
Level 1 with max hit points.
Average wealth for your class.
Content from the Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and Pathfinder Society races (Core Races + Aasimars, Tieflings, and Tengus).
Two traits (one should be from the Rise of the Runelords Anniversary Edition Player's Guide). It’s free!

Backstory: This is the meat and potatoes of what I will be looking at when deciding who gets in and who misses out. Your backstory should not only contain why you’re in Sandpoint, but how you came into your adventuring profession (i.e. where did you learn your magical talents, a magic school, your parents, are you savant or somewhere else). Your backstory should also include a description of your character and a picture (or link to a picture) that you want to represent you in the game.

You have a little over a week. I will stop accepting entries on 05/15/13 at 2359 hours PST. I will let you know my decisions on 05/17/13. I will also be putting this thread up on the Roll20.net site. Good Luck!