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I decided to replace the yeth hound that the PCs will encounter when confronting Nualia with something a little more sinister and gross. Her Miscarried Dǽmoniac Fetus. It survived and has been whispering to her. And now it has joined her to help spread the wrath of Lamashtu. After mutilating the midwives that spirited it away, it lived off of goblins and travelers until it reunited with its mother.

Miscarried Dǽmoniac Fetus:

Miscarried Dǽmoniac Fetus
Tiny monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 28 (8d4+8)
Speed fly 50ft.

STR DEX CON. INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 7 (-2) 11 (+0) 10(+0)

Skills Perception +2, Intimidate +2
Senses darkvision 60ft., passive Perception 13
Languages understands Abyssal (cannot speak)
Challenge 2 (450xp)

Actions
Umbilical Whip. Melee Weapon Attack: +5 to hit, reach 10ft., one target.
Hit: 2d6+3 slashing damage. If the target is bipedal, it must succeed on a DC 13 Strength saving throw or become grappled. If the miscarried dæmonic fetus rolled a natural 20 on the attack roll, the character is also suffocating.
Amniotic Vomit (Recharge 5-6). The miscarried dæmoniac fetus exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 25 (5d8) acid damage on a failed save, or half as much damage on a successful one.

CR might not be perfect :/


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No problem. We finished last night. I used the star spawn of Cthulhu in place of the tanniver, and didn’t anticipate just how tough it is to get around the resistance to all weapon attacks. Also, Illeosa, while a bit squishy the way I made her, packed a helluva punch while they focused on the star spawn. They took out all the false Ileosa’s in the first round. Ileosa laid the hurt and the wizard of the party spending most of the time dispelling her shenanigans. Eventually, she power word killed the wizard, feeble minded the cleric, and then the fighter and rogue flanked and shanked her to death. I decided to forgo the contingency healing because it was getting late and I realized that I made the encounter itself overpowered. So when she died I had the star spawn and the everdawn pool explode in a deluge of blood which filled the chamber and ran down the inside of the tower as it shook itself apart.


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Hello, I am one week away from finishing up my Curse of the Crimson Throne campaign using the D&D 5th edition rules. I figured it might help someone if I posted all of my conversion notes here because when I searched originally, I only found the first book converted which I definitely appreciated. I kept all my notes in Google Docs and my campaign is published on Obsidian Portal so I will link that here as well.

Originally, I had started running the first book using the 1st edition Pathfinder rules, but that campaign petered out, so I decided to try something different. I started off the campaign using the first book of Second Darkness, Shadow in the Sky, which was a blast to run and gave the PCs a nice gambling hall to use as a base of operations which they renamed The Gold Digger. Second, I wanted to keep the whole thing in the city, so after my players escaped from Old Korvosa, I switched the Hell's Rebel's AP, running the first three modules. I am including that conversion here as well. So there is not conversion for A History of Ashes nor for Skeletons of Scarwall.

My approach to the conversion process was similar to how Wizards recommends. I substituted similar creatures where I could, and sometimes I went a completely different route altogether. For example, I use demons and devils interchangeably and sometimes I just used Lovecraftian horrors instead of trying to faithfully convert a monster or find something similar. Also, because I never originally considered publishing these, they may be a bit messy in places.

For some resources, I utilized Frog God Games' Tome of Horrors and 5th Edition Foes as well as Kobold Press' Tome of Beasts and so some of the monsters are merely listed as page numbers in those books. The same is true for monsters from D&D's Monster Manual, Volo's Guide, and the Mordekainen (however you spell it) book.

I used 5e stat block generator for many of my conversions which was immensely helpful.

So with those caveats, I hope someone out there can find some use out of these documents.

Crown of Fangs

Hell's Rebels

Mantis and Maidens

Villains This one is pretty much books two and three.

Under the Gold Goblin I wrote this to replace the last part of Shadow in the Sky to tie it better to CotCT. I changed the final villain to an alchemist type and introduced some Proto-Gray Maidens.

Notes Here is where I kept track of some of my thoughts during planning.

Chaos in Korvosa My Obsidian Portal link.

Here it all is. I appreciate you reading this and I hope some of you are able to use this for your own campaigns. Enjoy!


This is probably not that helpful since I am using/modifying Hells Rebels in my Curse of the Crimson Throne campaign but it might be something, I it’s geared for a higher level party but doing the conversions wasn’t that bad. Also formatting is all over the place.

Hells Rebels 5e


I think I’ll have Jilia, the vampire in Dance of the Damned be Endrin instead.


I have honestly completely missed any romantic connection between Kroft and Edrin. I love the idea of them fighting the simulacrum. Let the, think it’s the epic, end of campaign battle, then splat. Like Homelander and his laser vision.

I’m rereading Hells Rebels, and with some conversions, reskinning of NPCs, and picking and choosing of scenes, it looks like it would work very well using books 1-4.

Bonus, I just remembered Bahor got away and is looking for revenge.


I’m still back and forth on HoA and maybe even Skeletons of Scarwalll. I just don’t know if I want to leave Korvosa. I’m definitely using the Deathhead Vault. I just finished the 5E conversions but I’m replacing Endrin with Kroft since they never interacted with him other than hearing about his death. XP wise, I might be able to pull of keeping HoA and throw in Song of Silver from Hell’s Rebels, just to add more rebel action. I’d turn the Hellknights into Gray Maidens and Thrune would be the seneschal or maybe even a round one with Illeosa. They think they kill her here, but find out she was resurrected In the Everdawn Pool.


It actually went pretty well. It’s funny, Sivit trapped them with her in a configuration with no way out. Got one round of attacks. And then the cleric banished her to hell.


I’m looking into alternatives to History of Ashes, so I’m thinking that using some of Hell’s Rebels Might work since hey are now currently wanted criminals, about to rescue Neolandus and Vencarlo, so switching gears to become revolutionaries might be a natural evolution. I saw a post that suggested having Kroft get arrested. I’m thinking of making a rescue operation to get her out. I have started up a bunch of new types of Grey Maidens. I have archers, maguses, and medics so it might be fun when they encounter them again to suddenly have them throwing spells around too.. Davaulus got away btw he’ll have to make a comeback when the red mantises return.


As agh I wish I saw this earlier. My players started the labyrinth last week on Roll20. What I’d did is take screenshots of the individual sections and then rotate the sections on top of the main map, then move the PCs accordingly when the lever is pulled. I ended up needing to turn off the “walls” for dynamic to make it work. I don’t think I’ll have time to prepare with these maps, but great job!


My quick write up.

PCs captured and arrested. Charged with:
Breaking and entering
Murder of Grey Maiden
Murder of Queens Physicians
Mass Murder of Blood Veil Patients
Assassination of King Arabasti
Inciting a riot (at Trinia’s execution)
Interference with administration of justice (at Trinia’s execution)
Arson (the burning of the Hospice of the Blessed maiden)

Dr. Davaulus has the PCs tied up and brought to Cressida, who reads them the reasons they are being arrested. She informs them that their properties are forfeit and they will be tried for these crimes within a fortnight. She sends them to the dungeons, but then coordinates with Amelia to bust them out while making it look legit. She will visit them privately and inform them that her own investigations indicate that something fishy was definitely going on at the hospice. Probably below because her own spies have seen activity coming and going from the burnt out building and that they should go quickly because they might move the operation now that they have been exposed, even if it is only “criminals” that know it. She tells them that they need to lay low and stay out of public sight, that they will be wanted fugitives, but Korvosa is definately in trouble and needs heroes to help save it. She is doing what she can on the inside, but she feels the guard may eventually be replaced by the Grey maidens.

When the PCs go back, they find the Hospice a burnt husk. The structure of the building still stands, but it looks like it could fall at any minute. A search of the place allows them to find the lift shaft cleverly disguised by debris that is easily moved and replaced. The lift has been repaired, but can only descend to G1, not ascend anymore.


I like it! That’ll throw them off.

What makes this more devious is that I ran Shadow in the Sky as part of the campaign so the Gold Goblin, now called The Gold Digger, is their well known base of operations and is under their ownership. The PCs are pretty well known as heroes in the city, so this would really send things for a loop. The base would be raided and shut down and they would now be known criminals. Interesting developments.


Last night, my players did a good job sneaking into he Hospice of the Blessed Maiden, until they didn’t and accidentally got the whole place up in arms against them. They basically had to fight every villain in the place, including the good doctor, at the same time. I ended up giving them he opportunity to surrender, which they did but one PC, the bard, got away. I was thinking about either having them start next week in the cells in the temple below, or in G5 (the operating room) where Rolth experiments on them. But I figured I ask the community here if there are any better options. Maybe drop them into “The Dungeons of the Slave Lords?”

So what do you think might be a good option?


I’m thinking the BioWare game. I played it a long time ago and thought it was great. Plus we can do anything without worrying about movie canon. I started already with SD Shadow in the Sky but may take it anywhere. Maybe finish up RotRL.

As far as space I’ll definately through some in. Travel to different cities will actually be planets.

Second Darkness:
I changed Saul’s last name to Vanker to make it more Star Warsee. He Gold Goblin as now The Gold Jawa and the game is now Chest the Jawa, Take it’s gold. Instead of an imp in the cage, it is one of those monkey lizards Jabba had, but Saul is calling it a Jawa. I’m treated it like he people aren’t generally familiar with all species.


Lord Fyre wrote:

Also, have you looked at the Star Finder APs? They might require less conversion work then a Pathfinder one.

Against the Aeon Throne might work especially well.

Looks cool but really I’m just trying to use up APs that I already own. I was all on for a while and have quite a stack.


rdknight wrote:
I've never played Star Wars but it seems to me Skulls and Shackles would work very well if you wanted a game more like Solo, which doesn't involve the central Empire vs. Rebellion conflict as much. Just treat the ports and islands as different planets.

That’s a good idea too. We’ve played the first adventure but it was a slog of skill checks, although I had my favorite encounter ever when my oracle with meta magic Bouncing Spell Murderous Command and 9 Lesser Confusion SLAs was trapped in the bilge with two of the crew that wanted to murder her. Hilarity ensued.

I’m starting with Second Darkness Shadow in the Sky and maybe I’ll look into using S&S. I considering making the Golden Goblin (calling it the Golden Jawa) either a ship, or has a ship parked in it.

Quote:
One thing I'm curious about is how do you handle undead? They seem to be very much outside anything found in Star Wars.

I’ll probably just use something else or do what Tarik said.

Most magic and spells I’ll reflavor as technology or force powers if it fits.


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DM_aka_Dudemeister wrote:
Actually I find Jade Regent to be the Stars Warsiest.

Hahaha I agree it would be perfect but we just finished that campaign three weeks ago. I enjoyed that AP quite a bit.


RedRobe wrote:

I have been running Iron Gods set on Golarion, but with a lot of added Star Wars flavor. The crashed ships were all from the Star Wars universe. They were from the Outbound Flight mission that, in my story, was successful in leaving the galaxy for the Unknown Regions and beyond. I have reskinned robots as various types of droids. I have also incorporated the Star Wars Saga Edition Force mechanics. One of the PCs becoming Force Sensitive after meeting a new Jedi and being exposed to a Jedi holocron.

A few years ago I attempted to convert the Savage Tide AP from Dungeon Magazine, but only ran part of the first adventure before my players decided it wasn't Star Wars enough.

Neat. I’ll have to check out Saga for when I reboot IG. My players are having a lot of fun with it. My first robot they fought was actually Johnny 5 from Short Circuit. Didn’t even get a chuckle. I found some images of Storm Troopers wielding swords that I’ve used (were playing on Roll20).

This game is going to be using a fan adapted D&D 5E version which appears to have used Saga to Influence. He did a ridiculously good job at making this thing look professional.


What about Serpents Skull?


Holy bantha poodoo that’s right. The players want to do Old Republic (should have mentions that). I’ll have to re look at that one. I wanted it to take place in multiple locations so I can treat each one like a different planet.


Hahaha I’m on book four right now in a game on hiatus, I’m running it as a Thundarr/Mad Max/Mos Eisley Mash up. Thank you for the suggestion it totally fits.


Title says it all. I have all the APs through Hell’s Rebels and wandering which one would be best to run as a Star Wars game. Thoughts of the community’s?


I went with the Intimidate/Bluff/Sense Motive to account for the psyche out that happens right before the draw.


I’m doing something similar for a future Kingmaker game I’m running. I’m calling it Showdown in the Stolen Lands. I’m making it guns everywhere. I’m converting coins to dollars, I’m trying to make the focus on the flavor more than the guns, however. Guns are going to hit normal AC but I’m ignoring misfire rules and such. Guns might as well be reflavored crossbows.

I was inspired for it by this picture of Clint Eastwood’s spaghetti western character armored and wielding s longsword. I’m also taking inspiration from Into the Badlands.

One thing I’d like to do is attempt is a train heist. It’s something I’m working on.

I’ve also made some quick dueling rules. The Ultimate Combat one’s are too involved for me.

I’ll be keepin an eye on this thread for ideas.


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As someone who has had to deal with actual human corpses, it astounds me that anyone would view manipulating corpses would be anything but evil. I can’t imagine wanting a corpse to walk around and do things to anything but twisted, it’s gross, really at best. And disrespectful for the formally living at least.


I’d let a player run this just so I can say, after they roll a perception check, “Stop looking at me, Swan!”


I’ve played a high con wizard in PFS. She also had the toughness feat. It was a lot of fun when I had to tank because everyone else at the table happened to be squishier. I made her a dwarf with a warhammer and mithril buckler, she was gruff and no nonsense. A lot of fun.


Was it Tower of the Last Baron?


I was just wondering, My group has been playing PF since the beginning, and have tried a different system similar to the automatic bonus progression. We like not having to rely on it. Both 5th edition D&D and now it looks like PF2 both do away with the big 6. On top of that, with ABP and other work around that I have seen. I was just wondering just in case we stick with PF1. We have one guy adamant about sticking with PF, he bought all the 3.5 books months before 4th edition came out and now is made that he spent all this money on PF only to have them come out with a 2nd edition. I’m planning a KM Wild West Setting, Showdown in the Stolen Lands if you care, and was just curious if it would work just in case I don’t do it 5E or PF2. I was assuming it wouldn’t but was wondering why. Thank you all for the clarification.


I was just thinking of mak8ng things less complex. Instead of adding more to the characters, take away from the monsters, The big six are just adding numbers to the characters, so I was wondering if just sending weaker monsters would work. Like making APL -1 average, APL challenging and so forth.


Pretty much what’s in the title. How viable would it be if the Big 6 magic items were removed from the game, similar to how it is with the automatic bonus progression, but instead of giving the PCs the bonus, they just went up against lower CR enemies?

If it is viable how low?

Maybe -1 CR every 4 or 5 levels?


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Very nice. This will help my planning, thank you.


Yep. Have a happy birthday.


Hahaha I just fought two frogs in another pbp two days ago.


Hi, I’m following the link DG posted in another thread. I have never played adventure guild before but have played a tiny amount of 5h Edition. I do have a number through the D&D website. I’ve skimmed he AL book and will give it a better look later tonight, but can I assume I can just create a character and it’s playable, or do I need to register it in some way? Also, looks like you need a Rogue-type. Thanks!


Ditto. I’d like to get started with some 5E and would totally try ToA if able.


AshleyNova wrote:

Hi all,

I'm currently running The Choking Tower with a group of friends, we're 26 sessions in since starting Iron Gods and approaching the basement of the tower.

Due to a few personal reasons (time, falling out of love with PF, wanting to play other games), I'm finding myself less enthusiastic about committing to another 30+ sessions to finish off this campaign, likely taking over a year (we only play 3 hour sessions 2-3 times a month).

I am very much in the same situation. We just finished Choking Tower and I am feeling the same blahness about the rest of this AP. The Xoud fight took 3 sessions all by itself. What I am going to do is take a break from it and GM some 5E D&D for a few levels and hope they like it enough to switch. Someone on the boards has already converted IG monsters to 5E, so that should help speed things up if we go that route.


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Thank you for the feedback, I am resubmitting Hargrev as a brawler, but might switch him too an Unchained monk. Either way, his history is the same and his demeanor will be similar to Chief Hopper from Stranger Things (when I’m doubt, punch it). I still need to buy gear.

Hargrev Melissenos:

Hargrev grew up in rural Nidal. He signed up young with the Local Hellknights because he thought that it looked like an exciting possibility for adventure and to get him out of the drudgery serfdom. He did not know what he was really getting into.

As a Hellknight Armiger, Hargrev couldn’t a follow through with the more brutal orders against the people of Kintargo. He abandoned his order while purging an underground Silver Raven hideout. His former brethren filled him full of bolts and left for dead. A priestess of Shelyn used her last spell to stop him from dying, sacrificing herself with the words “Avenge us against the ugliness of Thrune.”

He staggered out of the underground complex and sought out forgiveness and healing from the Silver Ravens in order to seek vengeance for those he has wronged as well as redemption for the sins he committed as a Hellknight, and are still wronged by the Chelaixian government and House Thrune. Hargrev decided to forego his Hellknight armor, and fight for the citizens of Kintargo instead of suppressing them.

Stats:
Human brawler 2
CG Medium humanoid (human)
Init +5; Senses Perception +6
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +4 armor, +1 shield)
hp 24 (2d10+8)
Fort +5, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee unarmed strike +8 or +6/+6 (1d6+4)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks martial flexibility (4/day)
STATISTICS
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +6; CMD 19
Feats Improved Unarmed Strike, TWF; Combat Expertise, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +5, Perception +5, Intimidate +6, Stealth +7; Profession (Soldier) +4, Lore (Hellknights) +3, Knowledge (History) +2
Traits Uskwood Hunter, Ex-Asmodian
Languages Common
SQ
FC hps
Combat Gear chain shirt, buckler,


I’m willing to try it. I’ve only played Eberron in DDO.

Quote:

Races: I'm open to any as long as they have easy to read reference online if I don't have the book. With the exception of Warforged, Changelings, and Shifters I use the following site for their pathfinder conversions: HERE!

I’m not sure I follow. Does this mean you use a different source for these three races?


Presenting Hargrev Melissenos‘s background, He will either be a warpriest or a paladin. How do you feel about reflavoring archetypes? Specifically the Molthuni Arsenal Chaplain.

backgroind:
As a Hellknight Armiger, Hargrev couldn’t a follow through with the more brutal orders against the people of Kintargo. He was abandoned by his order while purging an underground temple of Shelyn, filled full of bolts, and left for dead. A priestess of Shelyn used her last spell to stop him from dying, sacrificing herself with the words “Avenge us against the ugliness of Thrune.” He staggered out of the underground complex and sought out forgiveness and healing from the Silver Ravens in order to seek vengeance for those he has wronged, and are still wronged by the Chelaixian government and House Thrune. Since his near-death-experience, he has been haunted by strange dreams of a mysterious powerful warrior urging him to do right. Hargrev decided to forego his Hellknight armor, and fight for the citizens of Kintargo instead of suppressing them.

Or is this the type of campaign where everyone needs to be stealthy.


pennywit wrote:
"And one time, at bandit camp ... "

I’m not so certain that would sound quite the same when talking about hand axes.


Not interested in playing with evil.


Hey all I’m in the middle of making the skill monkey investigator. Here is my partial build. If any of you have any suggestions based on your experiences so far in this campaign as to what might be some good equipment or other aspects feel free to chime in. Thanks!

skill monkey:

Half-elf Investigator (empiricist) 9
LN Medium humanoid (human-elf)
Init +2; Senses low-light vision; Perception +15
DEFENSE
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 84
Fort +6, Ref +8, Will +6; +2 vs. enchantments
Defensive Abilities trap sense +3; Immune sleep
OFFENSE
Speed 30 ft.
Melee +13/+6 (1d10+14/19-20)
Ranged
Special Attacks studied strike +3d6 (swift) , studied combat +4, inspiration (12)
Spell-Like Abilities (CL 9th; concentration +13)
1/day—alter self (human or elf)
Alchemist Extracts Prepared (CL9th)
3rd—3
2nd—4 barkskin
1st— 5
STATISTICS
Str 19 Dex 14, Con 14, Int 20, Wis 10 Cha 8
Base Atk +6; CMB +10; CMD 22
Feats EWP*; Power Attack, Furious Focus, Weapon Focus (bastard sword), Fast Learner, Toughness
Traits Resilient,
81Skills Acrobatics +, Bluff +, Diplomacy +, Disable Device +19, Disguise +, Escape Artist +, Knowledge (local) +, Perception +17, Sense Motive +, Sleight of Hand +, Stealth +
Languages Common, Dwarven, Elven
SQ 4investigator talents (Combat Inspiration, Expanded Inspiration, Mutagen, Quick Study), trapfinding +4

46,000 gp

Bastard sword +2
Elven chain +2
Headband +2 int
Belt +2 STR

Flexible Half-BrOnce per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.

Intelligence to for all Disable Device, Perception, Sense Motive, and Use Magic Device and diplomacy to gather information

Str 16 Dex 12, Con 14, Int 16, Wis 10 Cha 8


If bastard sword thematically is a problem I can rebuild to focus on dex if need be


I was planning an a two hands build that can one hand in a pinch. Background working out in my head so far staying home today with sick one year old so later I can get it flashed out and by equipment and pick extracts and talents

Alsothat is just a rogue stat block mid editing so things are wrong

a little more updated:
Half-elf Investigator (empiricist) 9
LN Medium humanoid (human-elf)
Init +4; Senses low-light vision; Perception +15
DEFENSE
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 84
Fort +6, Ref +8, Will +6; +2 vs. enchantments
Defensive Abilities trap sense +3; Immune sleep
OFFENSE
Speed 30 ft.
Melee +13/+6 (1d10+14/19-20)
Ranged
Special Attacks studied strike +3d6, studied combat +4, inspiration (12)
Spell-Like Abilities (CL 9th; concentration +13)
1/day—alter self (human or elf)
Alchemist Extracts Prepared (CL9th)
3rd—3
2nd—4
1st— 5
STATISTICS
Str 19 Dex 14, Con 14, Int 20, Wis 10 Cha 8
Base Atk +6; CMB +10; CMD 22
Feats EWP*; Power Attack, Furious Focus, Weapon Focus (bastard sword), Fast Learner, Toughness
Traits Resilient,
99 Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Stealth +16
Languages Common, Dwarven, Elven
S investigator talents (4), trapfinding +4

46,000 gp

Bastard sword +2
Elven chain +2
Headband +2 int
Belt +2 STR

Flexible Half-BrOnce per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.

Intelligence to for all Disable Device, Perception, Sense Motive, and Use Magic Device and diplomacy to gather information


Okay, here is my build so for for a skill monkey.

Jeratt Rockwind:

Half-elf Investigator (empiricist) 9
CN Medium humanoid (human-elf)
Init +4; Senses low-light vision; Perception +13
DEFENSE

AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 53 (9d8+9)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep
OFFENSE
Speed 30 ft.
Melee +13/+6 (1d10+14)
Ranged
Special Attacks studied strike +3d6, studied combat +4
Alchemist Extracts Prepared (CL9th)
3rd—3
2nd—4
1st— 5
STATISTICS
Str 18 Dex 14, Con 14, Int20, Wis 11, Cha 10
Base Atk +6; CMB +10 (+14 disarm); CMD 20 (22 vs. disarm)
Feats EWP*; Power Attack, Furious Focus, Weapon Focus (bastard sword)
Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Stealth +16
Languages Common, Draconic, Dwarven, Elven
S investigator talents (4f), trapfinding +4

46,000 gp

Bastard sword +2
Elven chain +2
Headband +2 int
Belt +2 STR


Terevalis Unctio of House Mysti wrote:
. A sorcerer might cause conflict as the Black Robe wizard, in the game, is the head of the Renegade Hunters.

Is hunting sorcerers a theme and is he evil?


nightdeath wrote:
Alright I'll play a cleric. Seems like the party has had quite a bit of beating here?

Can you elaborate ? I haven’t had time to really look through and here are a myriad of ways to build a skill monkey. No sure if I should lean towards skills or combat, but if they are taking a beating combt seems like a better focus. My sorcer I linked above has trap finding; but not much in the way of melee.

With a fighter and paladin, if you make a cleric that can melee, a bard might be beneficial .


Could you give us the names of the pcs just to help focus my build ?please


So you only need one new player now, not three?

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