So. Today is game night, and I'm going over my SCAP materials in order to get prepared. This is my second real start of Shackled City. I ran it a few years ago for a group and they ended somewhere around demonskar legacy/test of the smoking eye. We had played for quite awhile and relocation and lives got in the way of ever completing.
They were a great group. Thorough and engaged, they enjoyed creating backstories and role-playing.
One PC was a flesh golem. Which made the drinking contest very interesting. The player was looking forward to the contest, knowing that the alcohol would have no effect on him. Believe that Vhalantru hit some radars big time that night. As well as the PC hitting his in a big way.
Perhaps my fond memories of that game prompted me to revisit the shackled city when the the opportunity to start a new gaming group arose.
This is our fourth session third playing Shackled City. It consists of myself and three new to the game players. My brother-in-law playing the grumpy take the lead wizard. He's a LOTR and rts nerd, and seems to like bossing the other two characters around and solving puzzles, managing tactics etc.
Then there is, at the time of the first session, the 10 day in america chinese international grad student. He is playing a fighter named Burger King. He has played many PC dnd games, Bauldurs Gate, Neverwinter Nights. He really enjoys killing monsters and taking their stuff.
My temporary roommate, who may come back for future games, if I can manage to find a better night. Started with a bard and after the first session or so asked about creating another character-a monk- and I suggested playing both.
They've all had a good time each session and are flying through the path.
Maybe I've edged it along but here's what happened so far...
The first session I ran a pathfinder module, Crypt of the Everflame I believe. They pushed to the big bad, killed him and we ended there. I used it mostly as a learning tool and a buffer as I expected a few more people to join the gaming group.
Session two found us with still only three players and I decided not to postpone the adventure path any longer. Starting the session at the Lucky Monkey, I gave a minor narrative loosely tying up the Everflame and starting them off. Without much prodding they went to the city, paid their entry tax and began exploring.
I asked if they had any particular desires and we bought and sold a few things. I eventually drug them around to the Rufus encounter and off we were.
It took them awhile to find out where to go, I had to pull them along and drop a few things in their laps.. they were convinced the Last Laugh were responsible for the kidnappings and were trying to find their base. They couldn't think of any other leads or possibilities.
Once below the locksmiths house they discover the secret door and after killing and intimidating the guards, work out a plan to find the boss.
They get to Kazmojen and outbid the buyer for the children. Offering something around 750 gold for them, knowing that the reward was 2500gp for return they surmised that they would still profit, the children would be safe and all without bloodshed.
They exited and looked for the next hook.
Session three.. they dive into the bathhouse. I ended up using Jil in disguise to give them the hint. They spoke with the captain but never took Jenya up on her offer to meet with the Lord Mayor.
At the end of session three they had pushed to area 19 in Drakthars Way. Bypassing most of the upper area, mostly due pursuit of some goblins.
Now we begin session four and tonight they'll reach Drakthar. They've exhausted their resources (spells and the like) so I'm expecting a retreat and rest.
They'll be looking for the big bad, so I'm sure they'll find themselves face to face before they know it.
They'll probably try and push through and I may start flood season tonight. If they don't die first.
Any suggestions on how to further build the city, foreshadow people and events etc.. I've collected many SC resources, and I've tried to acquaint myself with the material as much as I can.
My group likes to feel accomplished and wants to achieve objectives. In order to give them information I've started doing narratives to set the scene and give them information to work off of.. rather than making them work for it in a sandbox. I'm trying to make their sandbox a little bigger, however and thought some other dms might have some advice or whatever.
Hey guys, it's been awhile. Hope all is well as it can be.
I was hoping that maybe some of you would check out my youtube channel. Yeah, I'm basically plugging myself.. and none of it's good. Well, some is definitely better than others, usually depends on the amount of upland I've had.
I would like to hear your opinions, which ones you like, which ones you hate.. maybe some suggestions on what you'd like to hear.
EDIT: Hah! I should probably link to something other than beer... Awesome Ukulele Videos
Hey, I'm trying to figure out a new game or two to add to my ps3 collection. Partly because, well it would be grand to have a new one.. but I'd like to find something my dad would like to play.
He played every delta force game for the pc I got for him. A couple military sniper games. Splinter Cell and the racing games i got him for xbox.
I was thinking COD World at War - because he is into wwii and such. I was thinking a flight simulator but I'm going to wait for Combat Wings and hope it's a good one.
The thing about WaW is the CODs i've played in the past seem pretty fast paced. I don't know what he would like in pacing but I don't want him to be overwhelmed since he would be playing a game he hadn't, with a completely foreign controller.
Anyway, suggestions would be nice. Here is a list (from memory) of my current games.
Assassins Creed
Assassins Creed II
Assassins Creed Brotherhood
Assassins Creed Revelations
Skyrim
GTAIV (+ The Lost and The Damned + Ballad of Gay Tony)
Batman Arkham Asylum
Red Dead Redemption
UFC Undisputed 2010
Little Big Planet
Infamous
Dynasty Warriors 7
Uncharted 2
Portal 2
I feel like I'm forgetting some, but oh well.. haha.
I should be getting Uncharted 3 soon, and possibly COD MW3 (unless someone tells me WaW is way better and I should just get that instead.)
The Fake Fantastic will be at Bill's Records August 6th. It would be rad to meet up with some of you. Maybe game as well. Facebook Event if you're on facebook you can go there and invite yourself, get directions and all that.
We are opening the show at 1pm. It is free to come so bring as many people as you like. Listen to some awesome music and browse a fantastic record store.
So.. yeah... it's big. Because I went MIA for a year...
so, hear i am want to get all those goodies and start getting more goodies.
my question is this (as i haven't gotten a response to my email... you lazy gits.. :P) would it be easier to ding at once or to say.. on monday ding for half and then two weeks later ding the rest.
So, we didn't do the gladiator games. No, we went exploring.. one thing led to another... and the big grubby worm ate our paladin. Next thing we know.. Greyhawk is an undead haven. it's a good thing I had cast Fly on everybody in the group - yeah.. we're headed to Diamond Lake. I've already told our DM that for an epic level adventure we have to reclaim greyhawk.
But, it was intense... very awesome. We could've won.. but my sorc. and the parties favored soul was chasing after the npc turned pc half-dragon/orc fighter/ranger that was turned due to fear. So, it was only the party wizard, cleric, and paladin standing with the big grubby. Still had it down by half hp. Oh well.. still awesome session. Even though we ''lost''
Under The Black Flag: The Romance and the Reality of Life Among the Pirates
By: David Cordingly
Great historic account of actual Pirates. Strips the myth from them and uses actual eye witness acounts for some of the stories. David Cordingly had a Pirate museum exhibit in London for about three years - the guy really knows his stuff.
It's a fast engaging read. It would be awesome to have a Pirate adventure based on facts such as these.
( You have arrived outside the Gold Goblin )
Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus. Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s
court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.
( To enter is 1gp - I'll assume everyone enters the tournament. The day is spent with normal Tavern activities.. drinking card playing etc... As the windows begin darkening with twilight, several gamehall employees enter, carrying torches shaped like pitchforks skewering burning heads made of straw and cloth to light several large braziers, giving the hall a more infernal hue. A hush falls over the gathered crowd as a short man climbs to the central podium, accompanied by two gorgeous “succubi,” and stands before the gold, chain-shrouded chest there with a demoness on either side. He wears a formal suit, and his thinning black hair is slicked back. His left arm ends in a stump just above the wrist, and affixed to it is a bronze cap from which protrudes an oddly shaped key. This is Saul Vancaskerkin, the owner of the Gold Goblin and host of the tournament. He bows before the crowd and clears his throat before speaking. )
“Welcome, one and all, to the Gold Goblin Gambling Hall and your chance to cheat the Devil and win back not only your soul but all of his gold as well.” He says this last as he pats the large chest before which he stands. “I hope you found your reception by the Devil’s lovely temptresses suitably entertaining.”
This is met by a general murmur of laughter and a few catcalls. “Let’s take this moment to thank Old Scratch himself for attending this event. Not only did he loan us these lovely, dark angels, but he also emptied the deepest vaults of Hell itself to provide the gold for this tournament.”
( With this, Saul directs the crowd’s attention up to the imp in the birdcage. At the sudden attention, Old Scratch flies into a flurry of rage, banging the cage bars, spitting, howling, and screaming vile epithets in Infernal at all assembled. His theatrics are received with guffaws and even a smattering of applause. As the crowd dies down, Vancaskerkin continues. )
“Of course, he plans on replacing what he loses in gold with the souls of those of you who don’t win. The tournament rules are quite simple—as you play, you’ll earn more chips. And with those chips, you’ll be able to bribe your way out of the current Hell you’re trapped in, working your way down deeper until you get to Old Scratch’s treasury. Currently, all of you are Old Scratch’s prisoners in the first of the Hells, Avernus. If you want to work your way down to the ninth circle, you need to win games. Each time you win, you’ll be awarded a golden eye. If you come in second, you’ll get a silver tooth.
And third place wins a copper heart. These bits of flesh and bone are what the devils use in Hell for currency, and they’re what you’ll need to pay in order to bribe your way into the next layer of hell. The first player to win a game after reaching Nessus not only keeps his winnings for that game, but also earns back his soul and the ten thousand silver coins that the Devil put up for this tournament. You can, of course, decide to cash out your winnings at any time you want, but if you do, or if you run out of money entirely… well, that means Old Scratch gets you.” Vancaskerkin grins evilly and the caged imp cuts loose with another profane tirade. “And that earns you the Devil’s Mark and an escort out of the game hall until the tournament is over. What, you ask, exactly is this Devil’s Mark? Well, it’s something too utterly
horrible to even contemplate. The forfeiture of your very soul, it is. But I suppose I can show you what it is—gods know I more than deserve
the Devil’s Mark. In fact, better make it two, girls!” With that, the two succubi accompanying him lean over and each firmly plants a kiss on Saul’s cheek with her ruby-red lips. When they pull away, their lip rouge has left clearly visible prints in the same shocking red on his cheeks. Saul beams as he cries out, “The Devil’s Mark, everyone!” which is greeted by a flurry of shouts, catcalls, and hoots. “Now, let’s cheat the Devil and take his gold!” which prompts one more rabid flurry from the imprisoned fiend above, and with that, the tournament begins.
I actually got Death in Delhi yesterday but in a box by itself. Thought I'd mention it.
Also, looks like I could be heading overseas soon. Is there a limit on having subscriptions on hold? I doubt it'd be too long.. just long enough to get things settled over there.
I'm wanting to start a pbp game of Second Darkness. I'm going to use the Beta rules - This is in part to help me get a better handle on them.
I'll be looking for 4-6 players.
We'll be using the "Standard Fantasy" point buy of 15 points.
Character traits web enhancement is available to you as is the Second Darkness "players guide"
(Paizo.. would I be able to make certain sections of text available - such as the traits section to those that don't have it?)
We'll be using the Medium XP chart.
We'll be using the Standard HP starting point. Maximum hit points for 1st level plus your Constitution modifier and any other bonuses.
All characters will have one "free" npc class level. Work this into your background. You weren't always the badass adventurers you are.. what did you do before? (page 332 of the beta) So, yes.. your starting character will have a NPC class and 1st level of your character class. You'll start with -500 xp.
If anyone is interested, I'll post some information on the area you will be in.
I know this is in the wrong forum... so move it at will. I just wasn't sure the best place for this was.
So my issue is this.
On most maps (for this example I'll use a map folio) I can zoom in double click with the select tool and copy the map and paste it in paint or photoshop and all the text will be gone. Allowing me to print battle maps etc.
However, the city maps and world maps wont even highlight to copy using this same method. Any copying I can get is with the select tool which copies the text.
I might be uprooting myself and moving to Lyon, France soon. I am awaiting a phone call from the current F1 Head of Security (I've worked with them stateside the past four years.. although no race this year...) and every year the prior HoS has offered me a job. He has since recommended me to the new HoS (a man I've worked with)
Now, this isn't set in stone ofcourse. But, I'd have at least one week off a month and I'd like to get in some gaming. I'd be willing to run... and if we set up before I leave I'll know what adventure path to bring with me. Ofcourse.. if you want LoF I'll be running from the pdfs as I'll probably not update my shipping address and have them continue to ship stateside.
Anyway... if there is anyone interested.. and I do end up there... let me know.
Anyone know of any really good ones? I need something to listen to on my ipod while I'm at work. I'd like to try something new but paying forty-plus dollars for one that I may not even like is a hard pill to swallow.
So, does anyone here listen to these? As not all books are on CD ofcourse.
Is it too late to jump in with a "I'd like to keep the Alpha/Numerical designators"?
I noticed that they're gone. I believe it was Vic that said Paizo thought they were confusing people.
How did you think people were confused? What evidence led to this? Is this still even open to discussion?
I really like them. It helps when grabbing a module for a one-shot or something similar. I very often grab one of the Pathfinder modules when I have friends over. I ask them what sort of adventure would you like to play in? Giving them a short description of the options and they pick.
Yes, this would still be available. But, having all of them Gamemastery/Pathfinder reading each and every description...
I haven't been around in a long while. Life these past couple months have been the worst in my life. I've pretty much ruined my own exsistence. Thankfully, I believe it can be fixed and so I'm positive about the future.
Some of you guys might remember my wife that was near death last summer while pregnant. (Thanks again Cosmo for hooking me up with some pdfs to read at the hospital!) Well, our very healthy baby boy was born December 1st. It was an amazing birth. She was such a strong trooper.. no screaming.. no cussing... just pure beauty. It was wonderful.
She left me on the 11th of December. Now, I'm not complaining about a situation I caused. Yes. I caused it. Part of my growth is admitting my faults. The cool stuff since is that our son is in the 95% for height but in the 10% for head size. Although at two months he had the intelligence (i don't know how they check) and response as a four month old. Awesome.
But yeah... We're getting a divorce and it sucks. She still loves me. I still love her. We steal moments away together and actually just had an amazing date night last night. We just can't be husband and wife at the moment. She and I are both working on ourselves. Maybe we'll get back together... but this is really hard. She is the most amazing person I've ever known.. and I hate this.. and myself for the situation I created. I am looking forward to my... oh six months of pathfinder goodies... it will help me escape. Although I shouldn't. I just don't think I can take it all at once right now.
I'm venting to you guys because... hey.. we're sorta a community here. You guys were supportive when I needed it before. I don't have a lot of people I feel I can talk to. Part of the problem is my family doesn't really discuss feelings.. a habit I am trying to break as it cause a lot of my personal downfalls. Granted.. I can't change them. So, I still can't get them to talk even though I need to. I have a lady I talk to occasionaly and she offers some thought and support.. but we're still in that... first odd courting sessions. Nothing really comes out of it.. other than a bill. Hah!
To the people out there in Paizo land... my question is this really;
Things that have become habits created throughout your life. Kneejerk reactions and character flaws... can these things be changed? Can someone change the way they react to situations over time? Is it possible to learn healthy positive ways to deal when you're near thirty and have never had any model to immulate in your life?
I'm not all bad. These are just the things I'm focusing on right now. My wife is my biggest fan and my hardest critic. I'm just looking to vent.. thanks for reading.
I've updated my credit card information (and sent and email as well) so the sub page says pending. I noticed some folks having issues with it 'sticking' so I thought I'd toss my hat into the ring so it sticks.
Azarr Kul and Company inside the Fane of Tiamat.
Final battle. I'm looking for feedback here.
The party is something like this.. although a few might be a level higher as they did just level up.
Ftr/Rog Roughly even split about 11th level
With a 9th level Wizard cohort
10th or llth rogue
With 8th level doppleganger cohort (he'll have his first class level if he did make 11th)
9th level Drow cleric
10th? fighter with 1 level rogue in there
10th level psychic warrior - although the player might not be there so this character wouldn't be.
10th or 11th scout
11th? wizard
So they're all around tenth or eleventh level.
The battle ground;
www.wizards.com/dnd/images/rhod_maps/95697.jpg
The baddies;
5 blue abishi
2 erinyes
1 behir
1 bluespawn godslayer
3 redspawn arcaniss
and ofcourse
azarr kul
I've changed AK as follows; (Note if you see mistakes please inform me.)
Spoiler:
High Wyrmlord Azarr Kul
Male half-blue dragon hobgoblin cleric 13
LE Medium dragon
Init +4; Senses darkvision 60 ft., low-light vision; Listen +7,
Spot +13
Languages Common, Draconic, Goblin, Infernal, Abyssal
AC 31, touch 13, flat-footed 30
hp 217 (13 HD)
Immune electricity, paralysis, sleep
Resist acid 5, fire 5
Fort +16, Ref +11, Will +18
Speed 20 ft. (4 squares)
Melee +2 keen blue dragonfang heavy pick +23/+18 (1d6+16 plus 1 electricity/19–20/×4) and
bite +12 (1d6+10)
Base Atk +9; Grp +19
Atk Options smite 1/day (+4 attack, +13 damage)
Special Actions breath weapon, command undead 6/day (+3,
2d6+14, 11th), spontaneous casting (inflict spells)
Combat Gear potion of fly, scroll of heal, scroll of restoration, scroll of energy drain (2)
Cleric Spells Prepared (CL 13th):
7th—destruction (DC 24), fortunate fate, disintegrateD (DC 24)
6th—antilife shell, stone body, harm, misleadD (DC 23)
5th—flame strike (DC 22), mass inflict light woundsD (DC 22), righteous might, spell resistance,
slay living (DC 22)
4th—air walk, confusionD, death ward, divine power, freedom of movement, summon monster IV
3rd—contagionD, cure serious wounds, dispel magic (2), prayer, searing light (+13 ranged touch) (2)
2nd—bear’s endurance, cure moderate wounds (2), spiritual weapon (2)
hold person (DC 19), invisibilityD, silence (DC 19)
1st—bane (DC 18), command (2) (DC 18), cure light wounds (2),
disguise selfD (DC 18), divine favor, sanctuary (DC 18)
0—cure minor wounds (2), detect magic, guidance, purify food and drink, resistance
D: Domain spell. Domains: Destruction, Trickery
Abilities Str 31, Dex 18, Con 20, Int 17, Wis 24, Cha 18
Feats Weapon Specilization (heavy pick), Greater Weapon Focus (heavy pick)
Divine Vigor*, Weapon Focus (heavy pick) Greater Weapon Spec (heavy pick)
*Expend 1 command undead use to gain +10 speed and 22
hp for 3 minutes (Complete Warrior 108)
Skills Bluff +11, Concentration +15, Craft (sculpting) +15,
Diplomacy +11, Intimidate +8, Knowledge (arcana) +10,
Knowledge (religion) +10, Sense Motive +9, Spot +13, Tumble +10
Possessions combat gear plus +2 black dragoncraft full plate,* +2 heavy red dragoncraft shield,*
+2 keen blue dragon fang heavy pick*, periapt of Wisdom +4, cloak of resistance +3, ring of protection +2,
belt of giant Strength +4, bejeweled Tiamat headdress worth 2,000 gp
Also note, the Weapon Spec feats we have house ruled that you do not have to be a fighter to get.
An idea of what AK will do:
Spoiler:
Antilife Shell (130 min)
Invisibility (13 min)
Air Walk (130 min)
Fortunate Fate (no duration)
Summon Monster IV - fiendish dire wolf
Freedom of movement (130 min)
Stone Body (13 min)
Spell Resistance (13 min)
Divine Favor (1 min) (attack options: pick +27/+22, bite +16, smite +31 ranged touch +17)
Death Ward (1 min)
Bears Endurance (1 min) HP 243 (+26) / Fort save: +13
Sanctuary (13 rounds)
Prayer (13 rounds) allies get +1 attack all get +1 saves skill checks -1 party
Divine Power (13 rounds) (attack options: pick +32/+27, bite +21, smite +36 ranged touch +22)
HP 256 (+13), Damage: Up by 1)
Righteous Might (13 rounds) (attack options: pick +36/+31, bite +25, smite +40 ranged touch +26)
Damage: Up another 4, HP 282 (+26) Damage total: 1d8+21, 1d8+15, 1d8+34
Searing Light Ranged Touch attack +26 5d8 divine
Searing Light Ranged Touch attack +26 5d8 divine
Scroll of Energy Drain ranged touch +26 2d4 negative levels (24 hours later DC 26)
Scroll of Energy Drain ranged touch +26 2d4 negative levels (24 hours later DC 26)
Flame Strike 10 ft radius Reflex save DC 22
Mass Inflict Light Wounds 1d8+13 Will save DC 22
Confusion Will save DC 21
Hold Person Will save DC 19
SMITE Attack
Attack
Attack
Attack (Prayer Drops)
Attack (Divine Power Drops)
(attack options: pick +31/+26, bite +20, ranged touch +21)
Damage: Up another 4, HP -13 Damage total: 1d8+20, 1d8+14, 1d8+33
Attack (Righteous Might Drops) (attack options: pick +27/+22, bite +16, smite +31 ranged touch +17)
Normal Damage HP -26
Continue Attack/Heal as needed. (ROUND 30)
This is a round by round setup of what he might do. Suggestions?
Ofcourse the other baddies will be focusing on the party.
Questions:
1. Do you think this is way too much for the above party. They have wealth much higher than they should - For example, the party fighter has a +3 keen greatsword along with many bonus items. All of these they have picked off of baddies that had them before.
2. They have not fought the battle of brindol. Which will take place in two game days. What effect do you think the Aspect of Tiamat will have on that battle, if any?
3. In the fane of tiamat there are two minor artifacts dedicated to tiamat. What suggestions might you have for destroying said artifacts and repercussions?
The Colts have the Patriots.
The Pacers have the Knicks.
I wonder if Indiana is the only ones that see this rival. Yes, the Colts and Pacers both have had their time in the sun. But, the Patriots and the Knicks have, in general, always been strong teams. It seems Indiana was like.. hmm... we need rivals... lets pick someone way out of our league.
It's like the Cowboys and the Redskins.
Really no contest. But Redskins fans consider the Cowboys to be HUGE rivals. At least the ones I've known. I'm not saying the Redskins are an awful team.. but the Cowboys as their rivals? Just seems unbalanced.
I like rivals to be at least close in skill IU and Purdue basketball. They are rivals - both teams have consistantly been decent. Sometimes one school is above another for an extended period of time.. but it's long standing.
Local schools.. one hates the other. Typical right? Usually they're within each others skill level though.
I really wonder if the Cowboys consider the Redskins rivals. Or even a threat?
Indiana is an amazing place for sports. We have a nfl and nba. Minor baseball and the Motor Speedway. Lots of minor racetracks as well. Indianapolis is a sports arena with some great college sports mixed in.
But, it just seems they're shooting higher than they should with their "rivals."
I'm sure most of the users here have heard about the Mayan calendar, or the Merlin prophecies or the I Ching, the Native American (Hopi for the main), the Sibyl, and even John the Baptist all pointing one way or another to the world (as we know it) ending in 2012.
The I Ching is roughly 5000 years old and predicts the worlds end via a numerical timeline that follows the path of time until December 2012.
The Mayan calendar predicted (to the exact day) Cortez's arrival.
These people are from different parts of the world, China, North America, Central America, Europe - all from different eras of time - coming to the same general conclusion.
I believe it is the Mayans that mention this more predominately than others but this is where current science agrees;
An occurance that happens every 25,800 years is the Earth the Sun and a Black Hole (which the Mayans mentioned and we've only found ourselves) algin. What effect this will have on us is uncertain.
Either it was a prophecy or an effect of the above but it has been mentioned that the North and South pole may shift. We've came to the conclusion that this has happened before. For example; Alaska used to be part of the equator.
This has been a general review. What are everyone else's thoughts?
I had a credit on my account. Tried to apply it.. and I didn't notice that it had taken it off of the purchase. (As it didn't show... xx amount applied to purchase) and now it doesn't show in my account.
It isn't much... but I was wondering where it was... if it had been applied.. or is just gone.. or am I not looking in the right spot.
I have a player who has played his character as hell-bent on destroying these bad guys (Red Hand of Doom) and he 'died' the other day.
-30 plus or so... but I have a special system and he asorbed most of the damage. But, he asked about dieing and coming back as an undead set upon one goal. Then when that is finished he would die.
Female Half-Elf Inquisitor (Sanctified Slayer - Royal Accuser) 2
NG Medium Humanoid (Human)
Init +5; Senses Perception +9
------------------------------
DEFENSE
------------------------------
AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 22
Fort +4, Ref +3, Will +6 (+1 vs Poison)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +3 (+4 Elven Curve Blade)
Ranged +4
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 14, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 16
.
.
.
.
Traits
Corpse Hunter (Religion):
Requirement(s) Pharasma
You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.
Armor Expert (Combat):
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Desperate Focus (Magic):
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Signature Moves (Social):
You’re known for some unique item that has become your trademark. Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Bitter (Drawback):
You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
Feats
Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Acrobatics* +7 = DEX 3+1+3
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Appraise +2 = INT 1+0+0
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Bluff +7 = CHA 1+1+3+2 (+2 Boritsi) (+1 Holding ECB)
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Climb* +2 = STR 2+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +5 = CHA 1+1+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +2 = WIS 2+0+0
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Intimidate +5 = CHA 1+1+3 (+1 Holding ECB)
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K (Arcana) +5 = INT 1+1+3
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +2 = INT 1+1+0 (+1 Background)
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K (History) +2 = INT 1+1+0 (+1 Background)
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K (Local) +5 = INT 1+1+3
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K (Nature)† +5 = INT 1+1+3
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics +2 = INT 1+1+0 (+1 Background)
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Perception +9 = WIS 2+1+3+2+1 (+2 Half Elf) (+1 Meticulous Inspection)
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Perform +1 = CHA 1+0+0
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Profession +2 = WIS 2+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +6 = WIS 2+1+3
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Sleight of Hand*† +4 = DEX 3+1+0 (+1 Background)
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Spellcraft +1 = INT 1+0+0
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Stealth +7 = DEX 3+1+3
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Survival +2 = WIS 2+0+0
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Swim* +6 = STR 2+1+3
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Use Magic Device +1 = CHA 1+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Taldane, Elven, Varisian, Necril
Special Abilities:
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SPECIAL ABILITIES
Half-Elf
Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms (Elven Curve Blade):
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Half-elves can take this trait in place of elven immunities.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (Nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Boritsi Legacy:
+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.
Inquisitor (Royal Accuser-Sanctified Slayer):
Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).
This alters the inquisitor’s class skills.
Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Repose Domain:
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Meticulous Inspection (Ex):
A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.
Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Monsters and Secrets (Sp):
At 2nd level, a royal accuser can use Detect Aberration, Detect Secret Doors, and Detect Undead at will. He can only use one of these at any given time.
This ability replaces detect alignment.
Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Spells:
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Spells
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0th (At Will) DC 12
Carrying Capacity Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.
Money 2 GP 8 SP 5 CP
Background:
Background
When she’s not traveling Teofila lives in Ardis, the same city where she was born. A lot of Teofila’s life is similar, repetition or retention of relics from the past. It can seem as if Teofila stepped into her father’s life when his turn with it ended, picking up and carrying on as if he had never died but instead taken over her body. Teofila feels she would have to agree with this observation much of the time.
Teofila’s mother is an elf who didn’t stick around for long. Teofila doesn’t remember her directly, only through what her father told her which wasn’t much. During her childhood, Teofila’s father was often away for work, sometimes for extended periods. Mostly she was raised by live-in nanny housekeepers. Ciprian, her father, taught her what he knew when he was present. Mostly that was weapons and armor, how to recognize the many, many, different dangers not part of the natural world that lurked and preyed in Ustalav, and how best to find the weaknesses she could use against them.
When Teofila was 19, her father didn’t come back from the work trip he had left on. Only a box containing some of his possessions, along with a note informing her of his death arrived. The news was painful for Teofila, but not surprising. Her father’s family had been in the same line of work for several generations. Nobody had retired to enjoy their golden years because they didn’t make it to those years. Ever since she was old enough to really understand what her father did, she had been waiting for the other shoe to drop every time he went away. Finally it had.
There was enough money stashed away to pay for a year at the university in Lepidstadt. Teofila could have gone to the university in Ardis for less, but she wanted to experience something new. Besides, the university in Lepidstadt had a reputation for being a place where more “eccentric” subjects were pursued by faculty. Teofila didn’t pursue a degree or affiliate with any particular subject of study. Instead she selected the courses that could give her the most immediate and practical gains. A couple of those class were taught by Dr. van Richten. She often sought out Dr. van Richten outside of class, plying him with questions or asking for advice. They made an impression on each other.
At the end of the year Teofila returned to Ardis and moved back into the old family home. She needed to start bringing in some income so she took up her father’s position. The charter granting the head of the Agarici family rights and privileges as a Royal Accuser were among her father’s possessions returned to her, and she was the head (and sole member) of the Agarici household. In the past couple of years since she started her career, things have been slow and hand to mouth as Teofila tries to establish a reputation. It has she some that she is half elven, and her weapon of choice is a distinctly elven blade. As far as she knows, that is her unique brand among the various Royal Accusers out there. She’s even met a couple of others since the started, and found them to be not particularly friendly or cordial.