DMJ's Expedition to Castle Ravenloft

Game Master Jonasty1031

Welcome to Ravenloft. Lord Strahd has been expecting you....

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Ustalav is a land of darkness and malevolence. Yet even in this land tales exist of beacons of good that stood against the blight. One such tale was that of the Sunsword, a legendary blade that was used to help defeat the Whispering Tyrant himself. Considered little more than a rumor of a myth now by most, one man is convinced that he’s learned of it’s true whereabouts.

You have been approached by Petros Lorrimor, an up-and-coming professor at the University of Lepidstadt, to find this mystical blade. His research has led him to believe that it was last seen in the remote mountain valley of Barovia, an isolated area far removed from the rest of Ustalav that contained a small village of the same name. Will you find the legendary blade or will this turn out to be nothing more than another wild goose chase?

That's right folks...
Expedition to Castle Ravenloft Golarion-style!

This will be the full Expedition to Ravenloft 3.5 module, updated to the PFRPG rules. I am looking for 5 6th-level characters who think they can defeat the Immortal Vampire Count Strahd.

Character Creation Guidelines:

  • 20 Point Buy
  • All races and classes are available. Note: I'm fairly open to character design choices, I've made some crazy ones myself. But understand that my decision is made solely on the strength of the writing of the submission. So for instance if you have a Kitsune Ninja you really want to play, I better receive a very good reason for why they're traveling through Ustalav other than "the mechanics are awesome".
  • 16,000 starting gold. Note: No individual item can cost more than 4,000gp. You can't sink all your money into a super sword and run around naked. :-)
  • Alignment: No evil and I'd prefer Good if you're willing. You're supposed to be the heroes of this story and gold should be a secondary reason for why you're waging war against the vapire lord.

The single biggest determination on my character picking!
In your character submission, I want to see a well written and engaging backstory. This will be the weight of your submission with me so make it count. Length does not necessarily equal well written, so don't be discouraged if you can only come up with a paragraph or two. Quality vs quantity and all that. I ask for this because ultimately, mechanics can be taught to someone but I can't make you a better writer or teach you how to post interesting and engaging posts. I really can't stress this enough, if you submit a stat block and 2 sentences about your character you will not be in a good position when I go to choose. If you submit only the race and class you're going to propose intially but it comes with a well written and intelligent backstory, you can very easily be picked to join the game.

Lastly, I understand people have real lives and the holidays are also coming up. That being said, I am looking for people who can post a minimum of once per day during the week. As any who have played in my games know, outside of extenuating circumstances I post multiple times a day Mon-Fri and ideally look for the same. This is gonna be a long module and I don't want it to slow down any more than it has to.

So if you're excited to give this a go and haven't been scared off by my requests, then submit a concept and let's see what shakes out.


Recruitment for this will be open till approx. 11/24 or 11/25. We'll see how many people I get and what the submissions are like and we'll go from there. But you all have at least 3 days to come up with something.


You could allow around 8000 GP for a weapon (a +2 equivalent, or +1 with something else).

and dotting.


Dotting.


I do not know what dotting means, but assume that I have done so if it means I want to play in this game. 8)


How many, if any, traits? How do you want HP done?


Name: Arduino the Lesser
Race: Human
Class: Sorcerer(Fey)
Alignment: Lazy Good (NG)
Backstory: In profile


For traits, haven't decided yet if I'll be using them but they can always be added later.

For HP, max for every level. As some any my current players can attest, I don't pull any punches and you'll need every HP you can get. ;-)


Pathfinder Adventure, Adventure Path Subscriber

Super excited about this. Will start thinking about a character and have something up tomorrow.


Very interested. I'll have a submission up tonight.

Sovereign Court

I am thinking of Herman Porter, a paladin of Iomedae enroute to the Mendevian Crusades. He was side-tracked on his journey by strange urgings that drew him towards Ustalav. He found himself unwelcome in a mysterious land and learned to hide his true nature.

Herman is grim and dark. He keeps his face in shadow to hide the sword-like scar that slashes his left cheek. He is awkward with words and brusque with strangers. He warms to people slowly but knows he has to reach out to others in this grim land if he is going to be successful fighting the undead menaces that seem to lurk behind every corner.


Doomed Hero here-

Sir Garret is a monster hunter from a long line of monster hunters with a special interest in the Sunblade.

Mechanically, he's a "tank" character, designed to get in between the party and the bad guys. He has good HP, a high AC and a number of abilities that allow him to take hits for others and counter attack.

Thematically, he's an aging knight hoping to go out in a blaze of glory before ending up to infirm to keep up the fight.

As for myself, I'm an experienced and reliable player with excellent writing skills. You won't be disappointed if you chose me.

The character alias is complete save for the rest of his equipment. Please take a look and tell me what you think.


Saw your thread and wanted to write up a background for your perusal. Amria submitted for your approval. I look forward to your critique.


Dotting for interest. I have two quite different characters in mind, so will work both up to Level 6 and see which one wants to tackle the Count most!


Just as a heads up to folks, if you don't want to create a full profile for your subnmission you don't have to. I know I hated doing that only to not get picked so if you just want to post your concept that's fine. For those of you who have created a profile this isn't a bad thing either. Basically so long as I know what your character submission is, we're good.


I present to you Alastair Tepesh, male dhampir rogue (knife master) 6. A master of blades and an expert on those who have life without living, Tepesh can be found wherever the mysteries of the undead present themselves.


I am working on a duergar fighter, Krevek, a sword and board warrior and blacksmith. Quietly working for the town blacksmith, Krevek enjoys the peace that his work allows him, but is a vigilant defender of his home when it is threatened. He does not enjoy the fight, having seen too much of it when he was Younger. Krevek makes his home on the surface, hoping the violent world he comes from is long behind him.


This looks very interesting! I'll submit an application probably tomorrow.


A new Jonasty game! color me interested!!!

Names Harry. Harry Calahan. But my friends call me "dirty", cuz whenever i'm around, the situation always turns dirty, quickly. I am a true follower of the Goddess Sarenrae, may her light bless all of us forever. Harry bows as he intones this prayer.
My specialty lays with the sun. I bring the light of the sun to the darkest of corners. No place is too dark that cannot be brought into the light. No creature so evil that cannot be brought back. Yet, I recognize that there are those that have no wish to be brought back to the light, therefore i carry the lightbringer, a simple scimitar that i infuse with the light of Sarenrae to enlighten those that refuse to see. With its flashing blade, redemption is granted to the unwilling.

dirty harry calahan: 6th level cleric crusader of sarenrae. using the archetype crusader

stats:
str 10, dex 12 (+1 for 4th lvl bump), con 12, int 12, wis 16, cha 16 (+2 human bump)

saves:
fort 6 (+5+1), ref 3 (+2+1), will +10 (+5+3+2)

feats:
iron will, xtra channel, channel smite, channeled shield wall [i]crusader feats 1st, 5th: shield focus, saving shield.

channeling:
3+3+2=8x per day

crusader archetype

ill fill out skills later.


No reply about the Weapon thing? and prices in general. (if you have any houserules, now would be a good time to tell.)


Interesting :)

Here's the background for Gerrosk, Paladin (Warrior of the Holy Light) of Sarenrae.

Gerrosk Background:

While known as the location of the ruins of Harrowstone Prison as well as the location of a magnificent Temple of Pharasma, the city of Ravengro in the county of Canterwall also is host to a small temple dedicated to Sarenrae. Founded a decade and a half ago, it is nearly the exact opposite of Pharasma's temple in appearance; small and unassuming. The priest and founder of the temple arrived in town with his young adopted son and tried farming at first.as the years passed, he realized that farming was not his path to take and he started the temple. Being the son of the high priest of a temple didn't prevent his son, Garrosk, from being bullied and ostracized due to the obvious orcish blood running in his veins. One evening, his father caught Gerrosk in the library pouring over several manuscripts regarding the deities, geography and arcane secrets. Surprised as Gerrosk had always been one seeming of less than average intelligence, Gerrosk explained that he had pretended to be dumb so the the other children had fewer reasons to attack him. Something in the boy's voice and expressions touched a spark in the older priest and he knew that the boy was destined for more than the day to day life of a priest.

While the boy would never stray far from his religious upbringing, he found himself learning more martial pursuits. On the boy's eighteenth birthday, while worshipping in the temple, Garrosk received a vision which overwhelmed his senses and he collapsed. When he awoke, he felt something inside him had been touched by Sarenrae. He also felt that he was supposed to be elsewhere for a while. While his father had a feeling that what Gerrosk said was true, he was still reluctant to let the boy out on his own. When Gerrosk asked why, his father explained that he had led a group of adventurers against a band of Orcs and Ogres in Belkzen. The marauding band fled ahead of the adventurers and destroyed village after village in their path. in the final village, after eliminating the last of the marauders, the adventurers found Gerrosk among the bodies. Out of guilt for driving the band into he village and depriving the young infant of a family, his father took the child and returned home to raise the boy as his own.

As he told the story to Gerrosk, his father came to the realization that to complete his penance he had to let Gerrosk follow his own path. Proud that it would be in the service of the goddess, his father gave Gerrosk his blessing as well as outfitted him as befit a Paladin of Sarenrae. Months passed with no word. As his father prepared to send out messages in search of him, Gerrosk returned smiling. He explained that he had carried Sarenrae's light to many places of darkness and that he had returned to pay his respects on the way to Lepidstadt. He explained that he had served as guard on a couple of expeditions for a professor at the university. The professor had recently sent him a message to come to the university on an important matter. His father smiled and knew that Gerrosk had found his true path at last.


Dotting. Max HPs are nice, but don't help when you're sitting at 2 CON and almost dropping to 0 (death) if it weren't for a spell induced second save... ;)

I'll ponder things for a while. Hope to post something by the weekend.


As far as the weapon question, the limit will be 4000. I don't want half your starting gold spent on one item, sorry.

The house rule question is actually good to address for items as I do have one. For magic items, I don't require the +1 bonus to add a special ability to armor or weapons. For example, you could have a flaming longsword without the inherrent +1, so it would only add the extra fire damage without the +1 to attack and damage. You could of course add the +X bonus on later. Note: With this ruling, the only thing to keep in mind for this is that the +X bonus on weapons is what I consider to give a weapon its magical quality for DR purposes. So if a creature has DR 5/Magic, the above mentioned flaming longsword, without the +1 bonus, would not bypass the DR of the creature.

Other than that, I don't have much in the way of houserules that I can't think of right now. At least not in the way of character generation or shopping.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I'd like to throw in for this. I've attached a 6th level mooncaller druid, for which I'll write up a backstory in the next day. Thanks!

Cassimmius:

Cassimmius Throckmorton
NG Male Gnome Druid (mooncaller) 6
Init +2; Senses Perception +14; lowlight, darkvision 30'
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +2 dex, +1 dodge, +1 shield, +1 size); electricity resistant 10
hp x (6d8+18)
Fort +8, Ref +4, Will +8 (+2 vs illusions; +4 vs confusion, daze, feeblemind & insanity; +4 vs shapechangers)
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee +1 mithril scimitar +6 (1d4+1)
Ranged lightning arc +7 (1d6+3; 6/day)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 14, Con 17, Int 10, Wis 16, Cha 15
BAB +4; CMB +3; CMD 15
Feats (3) natural spell, dodge, mobility
Skills (4 skills) Climb +9, Knowledge: nature +9, Perception +14, Stealth +11, Survival +12
Spells/Day (4/4/4/3, DC 13+level)
0th level: create water, detect magic, purify food and drink, spark
1st level: obscuring mist*, cure light wounds, calm animals, entangle, produce flame
2nd level: wind wall*, barkskin, bull's strength, chill metal, resist energy
3rd level: gaseous form*, call lightning, daylight, greater animal aspect
Special Abilities: Warden of Nature (+2 dodge and +1 attack vs aberrations, ooze and vermin), nature bond (air domain), wild empathy (+8), Trackless step, wild shape (3/day)
Traits:
Language Common, Gnome, Sylvan, Druidic
Possessions (16,000 gp) darkwood buckler (203 gp), +1 mithril scimitar (3,015 gp) , +1 leather armor (1,150 gp), Druid's vestments (3,750 gp), belt of mighty constitution (4,000 gp), wand of cure light wounds (750 gp), cloak of elvenkind (2,500 gp), 582 gp
------------------------------------------------------------------------

Stat Math:
Str 10 (2 points -2 racial)
Dex 14 (5 points)
Con 15 (3 points +2 racial)
Int 10 (0 points)
Wis 16 (7 points +1 4th)
Cha 15 (3 points +2 racial)


Dark Netwerk wrote:

Dotting. Max HPs are nice, but don't help when you're sitting at 2 CON and almost dropping to 0 (death) if it weren't for a spell induced second save... ;)

I'll ponder things for a while. Hope to post something by the weekend.

That only happened once. ;-)


I'm thinking either an Alchemist going into Master Chymist to give it a bit of Jekyll and Hyde flavor or shapeshifter ranger for wolfman flavor. I'm leaning toward the Alchemist myself.


I have a concept for a former soldier/scout who has taken his skills to "go rogue" (figuratively and literally). Basics of the character design are a level of Ranger (with some archetypes) and thereafter levels of rogue (with some archetypes). I'll stat him out to level 6, write up a backstory/history and post a link shortly, but here's an introduction:

Petru is enjoying his night at the local tavern, the TooThy Grin. He's played a few rounds of darts (losing all three) and has decided to wander and finish another mug of ale. As he wanders, a poster on the board catches his eye, the strange, stylized curved daggers drawn on either side of the paper reeling in his gaze.

-----James Franklin Billingsworth III-----
Soldier for hire. Ex-military scout and expert tracker,
James Billingsworth can handle any job you might have!

With his incredible martial prowess and his insight into
hunting creatures fearsome, ferocious, and feral, your
job will be completed quickly, quietly and with quality
ASSURED.

Payment negotiable; one-fourth up front for most jobs.
Will guard bodies (living only) and caravans (return
travel paid by employer).

Petru chuckles to himself a bit at "all those words starting with 'q'" and downs the last of his ale. The last bit of another bill hangs nearby, showing just the beginning of what might be a "V."

As the night wears on and Petru has lost another two ales-worth of coppers on darts, he wanders up to his room at the inn. Nobody notices him here, and nobody knows him either--just as he likes it. He'll spend a few days talking up the locals and enjoying drinks, then pull a job and move on to the next town lickety-split.

He unlocks the door and the cold of the room assaults him. What damn idiot innkeeper leaves a window open in this cold?! he thinks as he crosses the room to close it. Petru reaches out and grabs the open panes, and the world suddenly spins. THUD. He hits the ground below, the wind knocked out of him. A lithe body drops down next to him and draws a funny-looking curved dagger. The blade goes to his throat. "Stay down and we can make this easy." says the body kneeling over him in deep, slow tones.

Petru is angry. Nobody can treat me like this! I'll show this scum! runs through his head as he tries to roll himself over. The knife bites at his throat, and he stops his motion. Through his stupor and shock he feels the blood beginning to flow down his neck. "Put your hands out in front of you." says the voice. Petru hears the sound of metal clinking, but cannot see under the body's cloak in the moonlight. He puts his hands out, trembling. Manacles close over his wrists and the body moves. Petru feels manacles being put around his ankles as a crumpled, torn paper falls from under the cloak. Petru catches a glimpse of his own face and several letters: "VA\|TED D|// OR A|/\VE."


Current submission list:

  • Belle Mythix: TBD
  • Young Tully: TBD
  • MPCampbell: TBD
  • Jariath: Krevek, Duergar Fighter
  • Arkwright: Arduino the Lesser, Human Sorcerer
  • Shalm: Alastair Tepesh, Dhampyr Rogue
  • Doomed Hero: Sir Garret Ravencourt, Human Fighter(esque)
  • Balabar: Herman Porter, Human Paladin
  • Amria: TBD
  • Birch33: TBD
  • Dreaming Warforged: TBD
  • Dewn Mountain: Dirty Harry Calahan, Human Cleric
  • Arknight: Gerrosk, Human Paladin
  • Dark Netwerk: TBD
  • James Martin: Cassimmius, Gnome Druid
  • Ptolmaeus Arvenus: TBD
  • Odea: TBD

Let me know if I missed anyone, otherwise I'll update this as necessary.

A note on submissions, I generally try to go for a somewhat balanced party build when choosing. This isn't to say that I won't take 2 or even 3 of a particular class if the submissions are all really solid but if you're looking to broaden your chances and we don't have any arcane casters or clerics, etc, then something to keep in mind.


DMJ! Vharg here from your Carrion Crown AP. For years I have been a fan of the Ravenloft setting. And I love gothic horror. I also know you don’t pull punches in your games and I like a challenge. I am considering several character concepts right now, and I want something that would do the campaign justice. In all disclosure I have played the first part of the Campaign though years ago when Wizards of the Coast started releasing their “Return” adventures. I remember the general gist of it, but not a lot of the details. As for posting, I have no problems with one post a day and I can post more than once if we are in the middle of a combat or a RP heavy event.

Some themes ideas I am kicking around:

Viskag the Eyeless
A Tiefling (Damodand-Spawn) Paladin of Abadar; I imagine him wearing full plate with a eyeless helm, wrought with the image of an angelic face. He constantly wears the helmet to hide his deformities and secretly worries that he will never be able to overcome his base nature. Rarely is he seen outside of the company of his pet raven whom he regularly feeds snippets of raw meat to. A beast of a man, he would wade into combat with an almost suicidal effort. Outside of combat this character would see himself as a grim judge of the lawless, imbued with the right to judge from Abadar, There are no morally grey areas. Only what is right and wrong. Mechanically this character would act as the group’s defensive shield, able to step up and protect other characters from hits and force his opponents to attack him in place of another.

Professor Martin Van Sickle
A Human Bard (Sound Striker) Archetype: A mind without purpose shall wander in dark places. And when you look into the darkness, the darkness looks back into you. I imagine this character to have a haunted background, he is someone who, through his research has pierced the veil of our reality and found the lurking horror of the beyond. Once a respected professor of linguistics at the University of Lepidstadt, this man delved too deeply into the hidden languages of the world and it had an indelible effect on his psyche. The concept of this character would have several tie-in’s to the lovecrafting mythos. Via his archetype (Sound Striker) he has gained access through his research to “un-words” the proto-language of creation and he can use them to devastating effect. I would play the character less as a musician and more as a learned scholar who is slightly un-hinged. Mechanically he would act a group support character via his Inspire Courage and spells while also retaining the ability to act offensively via his Weird Words ability.

Lucine Rhun
A Mordant Spire Half-Elf Magus/Lore Warden : For every sunrise there is a sunset, and without darkness there would not be light. Survivors of the fabled age of Azlant, the Mordant Spire elves are the inheritors of a once great empire. Rumored to have been the original creators of the legendary Sunsword this character has been dispatched to the rural mountains of Ustalav following the rumors of the legendary swords reappearance. Seeing his orders as little more than an exile from the Moredant Spire this character is standoffish and reserved due to having never been around non-elves. Mechanically this character would act as a melee support hybrid with a focus on two handed weapons, combat maneuvers (tripping) and raw damage.

So that’s where I am at right now DMJ. I’ll give each some though and decide what premise I want to go with. I am kinda leaning away from the Paladin right now since I think he would fill a similar role as Vharg. I think my favorite is the Sound Striker, but I also dig the Magus angle. Like I said I’ll give it some more though and post something solid in a day or two.


... maybe I should get info on Ravenloft first.


Dotting!


Vharg and Imimrtl, good to see your interest! As far as prior game knowledge, don't worry about it. I trust players to keep IC and OOC knowledge separate. If it ever truly becomes a problem I'll step in as needed but I won't penalize anyone for that.

Belle, as far as Ravenloft info think classic gothic horror. Vampires and werewolves, witches and ghosts. Think Van Helsing (the movie). This is why I'm pushing for a party alignment of Good heroes, cause you're the classic adventurers looking to stop an ancient and unholy evil.


For thoese who are interested, there was a novel that was put out years ago called I, Strahd If you can find it in a e-book format it is totally worth the read. It deals with how (back in 2nd edition) Strahd became a Darklord and was pulled into Ravenloft. It was quite good.


DM Jonasty wrote:

Current submission list:

  • Belle Mythix: TBD
  • Young Tully: TBD
  • MPCampbell: TBD
  • Jariath: Krevek, Duergar Fighter
  • Arkwright: Arduino the Lesser, Human Sorcerer
  • Shalm: Alastair Tepesh, Dhampyr Rogue
  • Doomed Hero: Sir Garret Ravencourt, Human Fighter(esque)
  • Balabar: Herman Porter, Human Paladin
  • Amria: TBD
  • Birch33: TBD
  • Dreaming Warforged: TBD
  • Dewn Mountain: Dirty Harry Calahan, Human Cleric
  • Arknight: Gerrosk, Human Paladin
  • Dark Netwerk: TBD
  • James Martin: Cassimmius, Gnome Druid
  • Ptolmaeus Arvenus: TBD
  • Odea: TBD

Let me know if I missed anyone, otherwise I'll update this as necessary.

A note on submissions, I generally try to go for a somewhat balanced party build when choosing. This isn't to say that I won't take 2 or even 3 of a particular class if the submissions are all really solid but if you're looking to broaden your chances and we don't have any arcane casters or clerics, etc, then something to keep in mind.

If it helps, my submission is a Dhampir Kinslayer Inquisitor of Erastil.


Statted out (but not fully geared--How "hard" is the 4000g line? I know you don't want 8000g weapons, but my first choice armor would be Mithral Breastplate at 4200g. If 4000 is a hard line, I'll pick something else. Just wanted to ask since it's actually close).

Background to follow later.

James Franklin Billingsworth III
Male Human Ranger (Trapper/Falconer) 1; Rogue (Knife Master/Scout) 5
NG Medium Humanoid [Human]
Init +3; Senses: Perception +8 (9 vs. Traps)

Basics:

--Defense--
AC 13, touch 13, flat-footed 10
CMD 21
hp 67/67 (1d10+5d8+6 CON+6 Toughness+5 Favored Class)
Fort +4, Ref +9, Will 0

--Offense--
BAB +4; CMB +8;
Melee +1 Mithril Kukri +9 (1d4+5 / 18-20x2 / S) OR Undead Bane Mithril Kukri +9 (1d4+4 / 18-20x2 / S) OR +1 Mithril Kukri +7 (1d4+5 / 18-20x2 / S) Undead Bane Mithril Kukri +7 (1d4+4 / 18-20x2 / S)
Ranged Adaptive Composite Longbow +7 (1d8+4 / x3 / P)

Speed 30 ft.
Init +3
Languages: Common, Skald

Statistics:

Str 18 (16+2), Dex 16 (15+1@lvl 4), Con 13, Int 10, Wis 8, Cha 12

Languages: Common, Skald

--Carrying Capacity--
Light: 100
Medium: 200
Heavy: 300
Lift Over Head: 300
Lift Off Ground: 600
Drag & Push: 1500

Traits & Racial Features:

--Traits--

--Racial Features--
Human
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.


Feats & Class Abilities:

--Feats--
Lvl 1
Two-Weapon Fighting (Combat): Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Double Slice (Combat): Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Lvl 3
Weapon Focus (Combat): Prerequisite: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Toughness: Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Lvl 5
Dazzling Display (Combat): Prerequisite: Weapon Focus, proficiency with the selected weapon. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

--Class Abilities--
Ranger; Trapper; Falconer
Favored Enemy (Ex): Undead: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Trap: At 5th level ... This ability replaces the ranger's spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Feathered Companion (Ex): At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion,
and that companion has only half the normal hit points. The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.
Roam (DC 15): The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Distract (DC 20; bird only): The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
. .This ability replaces wild empathy.

Rogue; Knife Master; Scout
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion (Ex):: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: Weapon Training: (Kukri): A rogue that selects this talent gains Weapon Focus as a bonus feat.
Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
Rogue Talent: Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skills (*trained):

+12 Acrobatics*
+0 Appraise
+1 Bluff
+4 Climb
+0 Craft
+1 Diplomacy
+13 Disable Device*
+1 Disguise
+3 Escape Artist
+3 Fly
+5 Handle Animal
-1 Heal
+10 Intimidate*
+4 Knowledge (Dungeoneering)*
+9 Knowledge (Local)*
+4 Knowledge (Nature)*
+4 Linguistics*
+8 Perception*
+1 Perform
-- Profession
+3 Ride
-1 Sense Motive
+12 Sleight of Hand*
-- Spellcraft
+12 Stealth*
-1 Survival
+4 Swim
+10 Use Magic Device*

Gear (0/100 lbs.):

--Combat Gear--
+1 Mithril Kukri
Undead Bane Mithril Kukri
Adaptive Composite Longbow

--Other Gear--

--Money, Gems & Jewelery--
Unspent:

Companion:

'Noc (Short for both "Nocturnal" and "Binocular")
Male Owl Animal Companion
N Small Animal

Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Senses: Low-light vision, Perception +6

AC 14, touch 13, flat-footed 12
CMD 11
hp 13/13 ((2d8/2 Falconer)+2 CON+3 Toughness)
Fort +4, Ref +5, Will +2

Speed 10 ft. Fly 80 ft. (Average)
BAB +1; CMB +1;
Melee Bite +1 (1d4 / x2 / B,P&S), 2x Talons +1 (1d4 / x2 / P&S)
Ranged --

--Feats--
Toughness

--Skills--
Perception +6*
Stealth +10*

--Tricks--
Roam, (Attack, Down, Fetch, Heel, Seek, Track)=Hunting General Purpose

--Carrying Capacity--
Light: 24.75
Medium: 49.5
Heavy: 100
Lift Off Ground: 200
Drag & Push: 500

Appearance, Personality & Background:

--Appearance--
24 yrs old; 5' 5"; 155 lb; pale skin, brown hair, green eyes.

--Personality--
<Under construction>

--Background--
<Under construction>


DM Jonasty wrote:

Vharg and Imimrtl, good to see your interest! As far as prior game knowledge, don't worry about it. I trust players to keep IC and OOC knowledge separate. If it ever truly becomes a problem I'll step in as needed but I won't penalize anyone for that.

Belle, as far as Ravenloft info think classic gothic horror. Vampires and werewolves, witches and ghosts. Think Van Helsing (the movie). This is why I'm pushing for a party alignment of Good heroes, cause you're the classic adventurers looking to stop an ancient and unholy evil.

Why do I want to play a Werewolf now? (can't think of something standard to play.)


Lol, well I will say a werewolf character will be a very tough sell to get my approval.


DMJ, how do you feel about firearms? I was thinking of making a grizzled hunter a la Allan Quartermain. From a mechanical standpoint he'd be a musket master gunslinger.


DM Jonasty wrote:
Lol, well I will say a werewolf character will be a very tough sell to get my approval.

Not really interested in the extra DR and Curse of Lycanthropy from the Natural ones (just the self control) and I'm not really interested in the hybrid form either (mainly the trip of playing a wolf)

Can't be worst than this:

Lupynal the Wolf:
Female Awakened Wolf Ranger 1
N Magical Beast (Augmented Animal)
Init +2; Senses Darkvision 60 feet, low-light vision, scent; Perception +6

Defense:
AC 14, touch 12, flat-footed 12 (+2 Natural, +2 Dex)
hp 15 (1d10+5)
Fort +4, Ref +4, Will +2
Defensive Abilities

Offense:
Speed: 50 ft.
Melee: bite +3 (1d6+3 plus trip, 20/x2) (B and S and P)
Special Attacks: favored enemy (Humanoid (human))

Statistics:
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 13
Base Atk +1; CMB +3; CMD 15 (19 vs trip)
Traits:
Feats: Toughness,
Skills: Acrobatic (dex) +3, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Stealth (Dex) +6, Survival (wis) +6 (+10 scent tracking), Swim (Str) +6 ; Racial Modifiers +4 Survival when tracking by scent
Languages: Common,
SQ: track +1, wild empathy +2

Equipment:
Carrying Capacity: up to 88 light, 89 to 175 medium, 176 to 264 heavy
Combat Gear:
Other Gear:
GP:


Firearms are fine for this outing. Just understand that resource issues might plague you later in the game. ;-)

Dark Archive

Dotting for interest.

Thinking of maybe playing a Dwarven Barbarian or a Human Ranger.


Dreaming Warforged's Application: Half-Elf Monk 2 / Inquisitor 4

I'd be happy to receive comments. Two things in particular:

-My half-elf is quite beardy and human looking (the alias image). Let me know if it doesn't work for you. I can work on the description and the alias image.

-Monks are lawful, but Pharasma is neutral, and inquisitor should be within one step. I chose NG, but let me know if you'd prefer I change it.


No problem. I'm going back and forth between builds right now. Here he is though:

Kainen Grimsvelt Background:
The cold air frosts the breath as I exhale for the shot, letting it out half way before the gentle squeeze on the trigger sends a hot ball of alchemically treated lead hurtling through the trees. A fountain of blood sends up a red mist into the dawn as the dire wolf collapses onto the snow. Moving quickly up to the beast, I can see by the rapidly spreading and steaming pool that my shot hit its mark. A clean kill through the heart. Kneeling down near the dying creature, I pull my knife and finish it off.

May you run free in the wild fields of the First World. I say softly as the fierce eyes glaze over. The villagers will be pleased that they will not lose any more livestock. Reaching down, I begin the long process of skinning and butchering the wolf for transport.

-------------------------------------------------------

Kainen Grimsvelt: The life of a hunter was not one that Kainen chose to pursue. He began as a family man and farmer, though a learned one, he led a simple life. He dabbled a bit in invention and alchemy to keep his intellect occupied but was first and foremost a devoted father and husband. His daughter, Morgan and wife, Catalyn, were killed in an attack by an unknown creature while Kainen was at market. He came home to carnage in the house.

He spent the next 10 years tracking and killing multitudes of monsters throughout the land. He is driven by two goals now. The first is to prevent what happened to him from happening to anyone else and the second is to track down the monster that killed his family.


Bertholdt Escheus wrote:

Dreaming Warforged's Application: Half-Elf Monk 2 / Inquisitor 4

I'd be happy to receive comments. Two things in particular:

-My half-elf is quite beardy and human looking (the alias image). Let me know if it doesn't work for you. I can work on the description and the alias image.

-Monks are lawful, but Pharasma is neutral, and inquisitor should be within one step. I chose NG, but let me know if you'd prefer I change it.

Not the DM, but; That would be LN unless he is an ex-Monk or is of the Martial-artist archetype.


Right. But I would like his opinion. Inquisitors don't have to pick a deity either. He could go LG and pick Repose as his domain.

Bertholdt has interesting synergies. And with Stunning Fist, Gentle Rest and Improved Grapple, he can be quite annoying!


Belle, why not play a Kitsune, re-flavored to be a cursed human or halfling? Kind of Beauty-and-the-Beast-ish?

If you don't really care about the mechanical benefits, then a lot of things could just be flavor.

heck, you could play a Houndmaster Cavalier and play an entire wolf pack :)


Bertholdt Escheus wrote:

Right. But I would like his opinion. Inquisitors don't have to pick a deity either. He could go LG and pick Repose as his domain.

Bertholdt has interesting synergies. And with Stunning Fist, Gentle Rest and Improved Grapple, he can be quite annoying!

I think the Martial-Artist archetype (for Monk) still get Stunning Fist : Here


Thanks. I could still do it that way. I'll see what DM Jonasty says.


Doomed Hero wrote:

Belle, why not play a Kitsune, re-flavored to be a cursed human or halfling? Kind of Beauty-and-the-Beast-ish?

If you don't really care about the mechanical benefits, then a lot of things could just be flavor.

heck, you could play a Houndmaster Cavalier and play an entire wolf pack :)

Or an Aasimar Oracle with the Wolfscarred Face curse (Scroll to the next-to-last curse)

Scarab Sages Contributor

I'll work out the exact build and a few details (making him more Golarion and working out class and archetype), but I'd like to submit this guy:

Decthacion Halfnesine

Spoiler:
The ancient elven traditions teach master artisanship, exceptional martial arts and powerful magic. Elven culture prizes those who achieve surpassing exceptionalism in any of these or other walks of life. A rare caste, however attempt to demonstrate complete mastery of multiple arts. These daring polymaths often learn to become elven bladesingers - paragons of sword and spell.

One such hero is Decthacion, the Golden Lion of House Halfnesine. The noted scion of a noble house, Decthacion travels among human and dwarven settlements, bringing a high standard of culture to the mortal races and honoring the old treaties that once bound the moral races of Golarion together against titanic evils.

Decthacion's role

Spoiler:
Decthacion travels to the hopeless realm of Ustalav to bring the light of hope to the human counties there. He was a young adventurer when the nation's capitol was moved to Caliphas, and his grandfather fought with the Shining Crusade when Lastwall was founded. He sees the desolation of Ustalav and hopes to engineer a lasting respect for elven culture by helping bring light to the nation, and also to create an ally for the elves' eventual assault on the River Kingdoms. In the shorter term, he hopes to vanquish a large number of evil servitors of the Whispering Tyrant and help Ustalav regain its courage and dignity, in so doing, he intends to transport any source of ancient or forbidden knowledge to the vaults of Iadara for safekeeping.

Family background

Spoiler:
Among the older and more traditional elven cities, the name Halfnesine carries an admirable reputation. In the ancient wars, the Halfnesines protected elven lands with powerful magic and led assaults on the fortresses of both the cloud giant despot Durnmaus and the orog barbarian king Shoglat.

Today, the elves still practice powerful magic and dance with their unique blades, but the world is more cosmopolitan and the dangers more subtle. Families such as the Halfnesines teach their ancient arts and send out their heroic emissaries to combat evil, aid in the advancement of magical art, or to keep warm the embers of old alliances in the event that common races must band together again.

The likely build is magus, but I haven't looked into it more than that just yet. I just really like the name and image, and Kyonin shares a sea with Ustalav. Seems they'd want the clouds over their cursed neighbors to park.

Appreciate your consideration.

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