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Organized Play Member. 26 posts (229 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.




I may have the opportunity to play in a Quest for the Frozen Flame campaign and had an idea for a character. I have come here looking for advice on how to go about building it from everyone here.

Concept: Goblin Wolf Rider. Once to the point of getting the Mammoth Lord archetype (given in book 3 for free) riding a dire wolf. Other than that I have nothing definitive. Ranged combat, Magic combat, or melee - no preference.

I was thinking the goblin ancestry feat Rough Rider.


Hello Everyone!

I maybe able to get into an upcoming game of Mummy's Mask and need some help with a character. Most of my experience is with casters. I am wanting to try and play a Shabti Bloodrager with the Sphinx bloodline - mostly fitting a theme. I have read about possibly doing crossblood with arcane. However, to be honest I have no experience with a bloodrager, it seems interesting and has the sphinx bloodline. Any help with suggestions, build advice, builds, and maybe hoe some things work would be appreciated.


I come here hoping to get some advice on building towards the Feysworn PrC. I have looked around and not see to much talked about this particular PrC.

Also looking for any opinions on the Eldest boons.


You have been summoned to the tactical operations center aboard the Solidarity, a Venator class vessel that serves as the flagship for Jedi Master Ezar Elasra's small but successful Outer Rim battle group. With the summons comes directions that a Theta class shuttle will pick them up and transport them to the Solidarity.

Your shuttle arrives at the appropriate time and location. Within hours the shuttle drops out of hyperspace at the rendezvous point. The Solidarity appears to be much the same as all of the other Venator class Star Destroyers, although it has clearly seen it's share of battle. Repair crews work all over the outside of the ship, patching holes that were punched in the hull by turbolaser fire.

Once the shuttle lands on the Solidarity and you walk off you are met by a pair of Clone troopers and escorted directly to Master Elasra's private briefing room. Ezar Elasra is a tall, powerfully built Barabel with crimson scales covering most of his body. He has donned a functional set of black jedi robes, and passes before a hologram of a tannish colored gas giant hovering above a tactical display. Attending Master Elasra is a human in a Republic Navy Captain's uniform. The Captain turns toward you as you enter, I am Captain Ralen, the captain of the Solidarity. He then nods over to a another man peering closely at the tactical display, a clone commando with his helmet off. This is Commander Husk. As the Captain is speaking the Jedi dismisses your escort.

The gas giant you see before you is Bespin, a world on the Corellian Trade Route. Some months ago, the planet fell into Separatist hands, and we could not spare the resources to oppose them. Since that time, the Separatists have used their control of the world to disrupt trade and supply lines as well as harvesting the tibanna gas, and the Jedi Council has tasked us with dislodging the Separatists and reopening the trade route.

This display shows the Separatist defense fleet around Bespin. As you can see, the planet is extremely well defended, and a direct attack against such a fleet would be costly.

Bespin's capital city possess a planetary ion cannon that was used unsuccessfully in its defense when the Confederacy took control of the planet. We believe that a small strike force can slip past the blockade, seize control of the planetary ion cannon, and use the cannon to launch a surprise attack against the fleet in orbit. With a large amount of the defense fleet disabled by the ion cannon, our fleet will jump into the system, engage the remaining defenders, and launch a full scale ground assault of the planet.

Once Master Elasra finishes Captain Ralen continues the briefing, You are the strike force for this assault. You will be transported by an LAAT/s stealth dropship normally used by Republic Commandos for covert insertion into enemy territory. You will be accompanied by four clone commandos and a contingent of six clone troopers. While you perform your mission the clone troopers will remain at the landing site to guard the LAAT/s from snooping droids. The clone commandos have their own mission to infiltrate and sabotage the primary Separatist military base on Bespin.


Group 2 Consists of -

Aviri'savron (Rissa) - Twi'lek - Scoundrel 8
Qot La'jal - Gran - Scout 3/Soldier 2/Scoundrel 2/Bounty Hunter 1
Vorian Lostek Human Jedi 7/JK 1
Cleopatra Sluissi - Soldier 4/Noble 3/Force Adept 1
D3-K0 - Droid - Soldier 3/Independent Droid 3/Scout 2
Daria Shavis - Farghul - Noble 8


This is the place for Star Wars - Saga - Frozen Breach Group 2


This is the discussion for Group 1, consisting of -

Alpha-46 "Spook" - Human - Scout 1/Soldier 6/Vanguard 1
Alpha-51 "Holliday" - Human - Soldier 7/Elite Trooper 1
Alpha-83 "Breaker" - Human - Soldier 6/Scoundrel 1/Saboteur 1
Myralda Looska - Miraluka - Jedi 7/JK 1
Rima Val-Mos - Zeltron - Scoundrel 8
BX-F1 Droid Soldier 5/Independent Droid 3


However you made it to this forsaken rock of a planet you are here now. You found yourself on the only settlement, if you can call it that, on the planet - this settlement almost makes you long for Mos Eisely. As soon as you step on the planet the feeling you have been having for some time now increases ten fold. You are being pulled to the southwest, and it is almost painful not to follow it. You may resist for a little while, but no matter what you eventually go to where you are being pulled. It takes a day or two, depending on how you are travelling, to get there. What you find is a surprise.

You come across the base of a mountain, and although that is nothing unusual, you find what looks like a door in the side of the mountain. As you arrive there you can tell this is where you were pulled to and you see others already here, or just arriving


Welcome to the game everyone!

Pristi (mdt) - Kushiban Scoundrel 3/Fringer 1/Tech Spec 1
Von-dai Cress (Phntm888) - Human Fringer 3/Tech Spec 1
Jen'tara (Zelda) - Noble 5
Tyron Josto (PirateDevon) - Scout 1/Soldier 4

Go ahead and firm up anything you need to. I am going to be posting the opening thread with a little while.

If you have question please ask!


You live in a perilous time, or one of order and peace - depending on your point of view. The Galactic Empire arose from the ashes of the Clone Wars. Many believe that the Empire brought peace and order to the galaxy. However, not all believe this - a group calling themselves the Rebel Alliance, or the Rebellion, fights against the Empire. Rumors abound that these rebels have managed to destroy a major installation in the Yavin system that was protecting a group of scientists and archaeologist studying the ruins on one of the moons - killing not only the military personnel, but the civilians and scientists as well. Adding to this disastrous information was the report that the planet of Alderaan has been destroyed. Officials from the Empire claim it was a natural disaster that was to sudden to stop or evacuate the planet; although there are claims that the Empire destroyed Alderaan.

For the last month or so, since this news came out, you have been having dreams . . . dreams that seem to be calling to you. Calling you to a world you have never seen . . . but feels familiar . . . almost as if you belong there. Finally, feeling unable to resist the dreams you have found a way to this planet, and find that it is an uninhabited planet, but obviously once was inhabited. Once you step foot on the planet you feel as if you have come home, a place that is a part of your very spirit. You find your way to a ruin, once there you find others there as well . . . you feel almost as if you know them, and that you expected them to be here as well . . . and something tells you that it is almost time . . .

. . . but time for what?

********************************************************************

This game takes place not to long after the Battle Yavin. This will be a force game, and quite possibly a Dark Side game - but PvP will not be allowed. The game will mostly be a sandbox game. I have plans, and long range goals, but everything (after it gets going) will be player character directed. Characters can be from almost any background (no force) - Imperial, Rebel, moisture farmer, etc.

Sources: All RCR books are allowed.

Ability Scores: 28 point buy
Races: Anything that would be around during the Rebellion Era.
Level: Starting level is 5
Classes:All except force classes.
Skills: Climb and Jump are rolled into one skill called Athletics (Str). Balance and Tumble are rolled into one skill called Acrobatics (Dex).
Feats: You get a feat at every odd level, instead of every third level. Everyone gets Force Sensitive for free, but characters do not know they are and have never used the force before.
Starting Credits: 40,000

I will choose players on 1/23. I will take up to 6 PCs. I would like the post rate to be at minimum once a day during the week.


Star Wars

Operation: First Breach

It is a time of desperation for the Galactic Republic. Separatist forces have captured the planet Bespin, shutting down a much needed source of tibanna gas.

Sensing the urgency of the situation, the Republic has prepared and invasion force to liberate the planet. The Separatist forces present a daunting front, and more than brute force is necessary for victory.

In order to ensure victory, the Republic has prepared a plan to soften the planet's defenses ahead of the invasion. This strike team will be the first to breach the Separatists' defenses, and will make way for the liberation of the world . . .

***********************************************************************

This is the first of two games I am putting up. As the title of the post says this is a Saga Edition game. This game will be in the Rebellion Era, but won't immediately start there - we will get there quickly! Characters are part of the Grand Army of the Republic (yes you can be clones)who be brought together as a team to help liberate Bespin.

Sources: All books are allowed, however things need to make sense as if it is purchased during the Clone Wars.

Races: Those that would be around during the Clone Wars. Droids are allowed.
Classes: All allowed, however I will only take one Jedi. You can still take Force Sensitivity feat if you are not a Jedi, might be able to be one in the future.
Level: 8
Ability Scores: 28 point buy
Skills: Swim and Climb are now one skill called Athletics.
Feats: We will be using the Pathfinder method, so a feat at every odd level instead of what the game was originally.
Equipment: Starting credits are 50,000 credits, 100,000 if you have the wealth talent.
Destiny: We will not be using the destiny system, but we will be using the background system. Skills you get from your background follow the normal rules, except you are trained in the skill or skills you get.

I will choose players on 1/23. I will take up to 6 PCs. I would like the post rate to be at minimum once a day during the week.


I have several campaign ideas for Rebellion Era games. First I want to find out if people would prefer either the Saga Edition or the Revised Core (RCR). I have far more experience with RCR than Saga, but am still comfortable with it (my weak point would probably be the condition track).


I have a group that plays 1pm to 5pm on the 2nd and 4th Sundays of the month at Guardian Games. We are using Gestalt rules, and background skills. The group has just gotten to 4th level, and is partway through the second book. The group could use up to 2 more players. Anyone interested?


I had an idea for a gestalt character, but wanted to run it by everyone here. Cleric (Undead Lord)//Wizard (Undead Master) - would this be viable? I know the Undead Lord archetype is considered to be not that great.


I have been looking at away to make a necromatic type druid without using third party stuff. What do people think about using the Death Druid archetype with the Shade of the Uskwood/Woodlands feat?


What is the general opinion of the Undead Master Archetype (not the feat)? Is it a worthwhile one to make a Necromancer?


Why, for a caster (in my case a Sorcerer), is a Lich better than a Vampire? I understand the Vampire has more weaknesses, but it gets much more.


Hello all. I am attempting to put together a group to play through one of the Pathfinder Adventure Paths (which one is undecided). I will DM, unless someone else really wants to. I have one other person besides myself so far. The game will be at Guardian Games in the Big Dungeon room on the second and fourth Sundays 1 pm to 5 pm. The first game is set to be on August 14th. If you are interested please post here or send me a PM.


Hello my fellow gamers!

I am playing in a Way of the Wicked game with some friends, and I am loving the campaign. I play a sorcerer and we are coming to the point where my character (and the others) could become Vampires. I also know in the next module is the opportunity to become a Lich.

My question to the community here is which would be better for my character. I am an aasimar (angel-blooded) sorcerer with the Devil bloodline, and diabolist PrC.


The Summon Evil Monster feat from Champions of Corruption states that "If you possess the Sacred Summonsfeat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura."

Maybe I am just to tired, but how does these feats interact, and benefit having both.

Both Limit summons, but can work together. And both make casting the spell one action.

What is the beenefit of having both?


Thank you to everyone who has been helping me in other posts over the last week or so. I have finally settled on a couple of builds and would like everyone's opinions. Now, I am not trying to min/max the build - as some of the feat choices will show. All builds are Lawful Evil. I will be the only arcane caster in the group. There is 2 divine - a Cleric going face/insurrection route (not a major caster - his words); a Druid.

Build 1 - Tielfling (Shackleborn) Sorcerer 10/Diabolist 10:

Tattooed Sorcerer Archetype
Bloodline: Infernal
Beguiling Liar Alternate Racial Trait

Stats, 25 point buy (after modifiers)-

Level 1: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 16
Level 4: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Level 8: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 20
Level 12: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 21
Level 16: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 22
Level 20: Str 9, Dex 12, Con 14, Int 16, Wis 10, Cha 23

Feats:

Level 1: Spell Focus (Enchantment); Mage's Tattoo (Enchantment) - Class
Level 3: Spell Focus (Conjuration)
Level 5: Mage's Tattoo (Conjuration)
Level 7: Improved Familiar (Imp); Deceitful - Bloodline
Level 9: Inscribe Magical Tattoo
Level 11: Extend Spell
Level 13: Eschew Materials; Augment Summoning - Diabolist
Level 15: Improved Initiative
Level 17: Voice of the Sybil
Level 19: Expanded Arcana

Spells:

Level 0: Daze, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Acid Splash, Ray of Frost, Haunted Fey Aspect, Message

Level 1: Charm Person, Sleep, Burning Hands, Shield, Infernal Healing, Protection from Good (Bloodline)

Level 2: Burning Gaze, Spontaneous Immolation, Hideous Laughter, Invisibility, Web, Scorching Ray (Bloodline)

Level 3: Fireball, Hold Person, Dispel Magic, Magic Circle Against Evil, Suggestion (Bloodline)

Level 4: Phantom Chariot, Dimensional Anchor, Greater Infernal Healing, Dimension Door, Charm Monster (Bloodline)

Level 5: Dominate Person, Dismissal, Lesser Planar Binding, Hold Monster

Level 6: Planar Binding, Summon Monster VI, Mass Suggestion

Level 7: Summon Monster VII, Hungry Darkness, Mass Hold Person

Level 8: Greater Planar Binding, Rift of Ruin, Mass Charm Monster

Level 9: Meteor Swarm, Dominate Monster, Summon Monster IX

With the Improved Familiar Feat, and Diabolist he will have 2 imps (one familiar, one animal companion)

Build 2 - Aasimar (Angel-Blooded) Sorcerer 10/Diabolist 10:

Tattooed Sorcerer Archetype
Bloodline: Infernal
Truespeaker Alternate Racial Trait

Stats, 25 point buy (after modifiers)-

Level 1: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Level 4: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 19
Level 8: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 20
Level 12: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 21
Level 16: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 22
Level 20: Str 10, Dex 12, Con 14, Int 16, Wis 10, Cha 23

Feats:

Level 1: Spell Focus (Enchantment); Mage's Tattoo (Enchantment) - Class
Level 3: Angelic Blood
Level 5: Angelic Flesh (Steel)
Level 7: Improved Familiar (Imp); Deceitful - Bloodline
Level 9: Inscribe Magical Tattoo
Level 11: Angel Wings
Level 13: Metallic Wings; Augment Summoning - Diabolist
Level 15: Improved Initiative
Level 17: Voice of the Sybil
Level 19: Expanded Arcana

Spells:

Level 0: Daze, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Acid Splash, Ray of Frost, Haunted Fey Aspect, Message

Level 1: Charm Person, Sleep, Burning Hands, Shield, Infernal Healing, Protection from Good (Bloodline)

Level 2: Burning Gaze, Spontaneous Immolation, Hideous Laughter, Invisibility, Web, Scorching Ray (Bloodline)

Level 3: Fireball, Hold Person, Dispel Magic, Magic Circle Against Evil, Suggestion (Bloodline)

Level 4: Phantom Chariot, Dimensional Anchor, Greater Infernal Healing, Dimension Door, Charm Monster (Bloodline)

Level 5: Dominate Person, Dismissal, Lesser Planar Binding, Hold Monster

Level 6: Planar Binding, Summon Monster VI, Mass Suggestion

Level 7: Summon Monster VII, Hungry Darkness, Mass Hold Person

Level 8: Greater Planar Binding, Rift of Ruin, Mass Charm Monster

Level 9: Meteor Swarm, Dominate Monster, Summon Monster IX

With the Improved Familiar Feat, and Diabolist he will have 2 imps (one familiar, one animal companion)

Build 3 - Aasimar (Angel-Blooded) Sorcerer 20:

Bloodline: Abyssal
Truespeaker Alternate Racial Trait

Stats, 25 point buy (after modifiers)-

Level 1: Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 18
Level 4: Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 19
Level 8: Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 20
Level 9: Str 16 (Bloodline)
Level 12: Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 21
Level 13: Str 18 (Bloodline)
Level 16: Str 18, Dex 14, Con 14, Int 14, Wis 8, Cha 22
Level 17: Str 20 (Bloodline)
Level 20: Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 23

Feats:

Level 1: Angel Blood; Eschew materials - Class
Level 3: Angelic Flesh (Steel)
Level 5: Spell Focus (Conjuration)
Level 7: Superior Summoning ; Augment Summoning - Bloodline
Level 9: Leadership
Level 11: Angel Wings
Level 13: Metallic Wings; Empower Spell - Bloodline
Level 15: Toughness
Level 17: Improved Initiative
Level 19: Burning Spell; Great Fortitude - Bloodline

Spells:

Level 0: Daze, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Acid Splash, Read Magic, Haunted Fey Aspect, Message

Level 1: Mage Armor, Identify, Protection from Good, Charm Person, Burning Hands, Cause Fear (Bloodline)

Level 2: Burning Gaze, Scorching Ray, Invisibility, Communal Protection from Good, Blur, Bull's Strength (Bloodline)

Level 3: Fireball, Hold Person, Ice Spears, Magic Circle Against Good, Rage (Bloodline)

Level 4: Ball Lightning, Black Tentacles, Greater Infernal Healing, Feshworm Infestation, Stoneskin (Bloodline)

Level 5: Hungry Pit, Acidic Spray, Hold Monster, Dominate Person, Dismissal - Bloodline

Level 6: Hellfire Ray, Summon Monster VI, Disintegrate, Transformation - Bloodline

Level 7: Hungry Darkness, Summon Monster VII, Banishment, Greater Teleport - Bloodline

Level 8: Rift of Ruin, Summon Monster VIII, Mass Charm Monster, Unholy Aure - Bloodline

Level 9: Meteor Swarm, Dominate Monster, Clashing Rocks, Summon Monster IX - Bloodline

The idea for this was basically an Aasimar who is descended from an Angel who fell, and somewhere in is ancestors is a demon. However, instead of following Heaven or the Abyss, he follows Hell. I was thinking he could do light melee, flank attacks and such - no meat shield. Claws, Metallic Wings, and whatever melee weapon he would have.

Dark Archive

Similar to my other post for Sorcerer, I am also working on a Master Summoner for a Way of the Wicked game (I am thinking of giving my group the choice of which PC they would prefer in the group).

So, I would greatly appreciate any help my fellow gamers would be willing to give me on building this game.

25 point buy
Level 1
Summoner - Master Summoner Archetype
Race is open (although I like tiefling, and the various heritages, it is not a must)
Worshiping Asmodeus, or possibly another high ranking devil
This character would be the only arcane in the group (fighter, druid, undead lord cleric, rogue (probably melee), and alchemist is the rest of the party)

Dark Archive

Is the Diabolist a "good" PrC? I know it gives advantages to bindings, and some hellfire. However, are the other abilities good to use? Will it be useful in a campaign (in this case Way of the Wicked)?

Is wizard or sorcerer better for this?

Dark Archive

Hello everyone.

In about a week and a half I will finally get to play in a Way of the Wicked game. I have been looking forward to getting to play in this campaign for quite some time. I know, fairly well know, what my group is going to consist of and the arcane department has fallen to me. However, I would love to get some advice from everyone here on what they think might be the best way to go.

Other Party Members:

Human (I think) Druid - NE, worshiper of Zon-Kuthon, and has the Shades of the Uskwood feat.
Human Undead Lord Cleric worshiping one of the Archdukes of hell (don't remember which).
Alchemist (unknown race)
Melee type (probably fighter, race unknown)
Rogue (race unknown)

I have several concepts:

Sorcerer Crossblodded Infernal and Abyssal going to Diabolist
Summoner - Master Summoner Archetype
Wizard going towards Diabolist
Witch - Gravewalker
Magus

Anyone have any opnions? Any other concept suggestions - class and race?

Dark Archive

I will soon be getting to play Way of the Wicked soon. I don't know what everyone else is playing yet. However, I have several concepts and was wondering if I could get everyone's opinions on whether they would work in this campaign (given that the group is basically Asmodeus aligned).

1) Cleric - Fiendish Vessel of one of the Horsemen.

2) Cleric - Undead Lord

3) A Tielfing of either a daemon bloodline or demon bloodline (but nor Chaotic Evil. Either NE or LE)

Dark Archive

In Way of the Wicked book 5 on page 84 is the Path of the Vampire. A feat progression to become a vampire instead of the template - in other words, slowly becoming a vampire.

Has anyone used this? What do you think? If I have PCs bitten by a vampire, and provide the Bitten feat free is this fair to PCs? If they want to get to the full template, the fastest they could do it is level 12. By doing this they would be using every optional feat slot until after that point. Is this railroading the players to much?

Dark Archive

In Book 4 of the Way of the Wicked adventure path it talks about making the Cardinal a Vampire and making the PCs vampires. Instead of making it a land ruled by Asmodeus, it is to be vampire ruled.

Would the Cardinal still be a Cleric of Asmodeus or something else?

Anyone run this variant of the campaign yet? Anyone have any ideas or suggestions about this variant idea?

Dark Archive

Is there anyone playing, or wanting to play, Pathfinder Society in or around Portland, Oregon?

Dark Archive

I am considering startng my new group out with this adventure/module. I hav no problems with starting ne characters of at higher levels than first. However, I am still trying to figure out how to get the PCs together for this adventure. They may not all know one another, and may not all be from the same area, or hold the same allegiance. Any ideas on how to bring the group together, and get into the adventure?

Dark Archive

This may not be the best place to ask this, but I didn't see any place better. My question is kind of world general (any world). In the game I am running I am thinking of giving the PCs, at the completion of the current adventure they are doing (and I will continue the game beyond this adventure) rewarding them with a land grant and titles. I have tried to research this and have found very little useful information. How would you handle coontinuing the adventures after the PCs get this? How would you handle the PCs and thier lands and titles? Any help, and advice would be appreciated.