Pathfinder PbP Expedition to Demonweb Pits Campaign


Gamer Connection

51 to 100 of 155 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Greene Tanache wrote:
Once you see it like that, it's easy to figure out. Instead of rolling for hit points, you just take a standard amount each level(except, presumably, first level).

Yeah, I was wondering about 1st level HP.


Here is my character. Background to follow. I have made him as a Halfling Monk but with a rogue level. Hope that is ok. Traits and Gear will follow.


Well doing it the PFS way loses me exactly 2 hp..so I'm not too worried


I remember people wanting to discourage "level dipping" during the beta playtest, but now that I'm actually trying a single-level dip of rogue, I don't see what the fuss was about. I gain +1 Ref and lose +1 Will, so I break even on saves. I like trapfinding but I don't care about sneak attack. The main benefit is +3 in some skills that become class skills. For that I give up ** +2 attack **. This is a pretty expensive trade, and it's borderline whether I think the skill gain is worth it.

Dr. Dark!, are you already investing a lot of skill in disable device? Do you think the duplication of skill is pointless, or do you find it helpful to have more than one person who can attempt something? I'm probably going with the level dip, but I'm interested to hear what you think.

EDIT: And how about you, neil mantle 64? How do you feel about your rogue level dip, and what aspect of the rogue class are you trying to emphasize? I'm trying to max disable device, and I wish I could trade sneak attack for the ability to substitute my Int bonus for Dex in that one skill.


minkscooter wrote:


Dr. Dark!, are you already investing a lot of skill in disable device? Do you think the duplication of skill is pointless, or do you find it helpful to have more than one person who can attempt something? I'm probably going with the level dip, but I'm interested to hear what you think.

EDIT: And how about you, neil mantle 64? How do you feel about the rogue level dip, and what aspect of the rogue class are you trying to emphasize? I'm trying to max disable device, and I wish I could trade sneak attack for the ability to substitute my Int bonus for Dex in that one skill.

I don't know about Dr. Dark!, but I put four of my rogue ranks in Disable Device. I'm not exceptional, but I think I'm in a good position to aid a real rogue on any checks we really don't want them to fail(although I'm not sure anyone can help a rogue disable traps, even if they have trapfinding as well).


Greene Tanache wrote:
I don't know about Dr. Dark!, but I put four of my rogue ranks in Disable Device. I'm not exceptional, but I think I'm in a good position to aid a real rogue on any checks we really don't want them to fail(although I'm not sure anyone can help a rogue disable traps, even if they have trapfinding as well).

Thanks Greene. I may talk myself out of this yet.

I'm confused, though. I didn't see your name on the lineup. Are you actually Warforged Gardener?
EDIT: Answered my own question: Warforged Gardener is Christopher Carrig, same as Greene :)

Another thing I like about the dip is +3 perception. neil mantle 64, you already get that with Monk. I'm curious to know what you get out of your rogue level.


minkscooter wrote:


I'm confused, though. I didn't see your name on the lineup. Are you actually Warforged Gardener?
EDIT: Answered my own question: Warforged Gardener is Christopher Carrig, same as Greene :)

Another thing I like about the dip is +3 perception. neil mantle 64, you already get that with Monk. I'm curious to know what you get out of your rogue level.

Yes, the plant-loving construct and the holy Tiefling warrior are one in the same. = )

I'm not sure about a one-level dip in rogue. The thing that used to be popular was the two-level dip, so you could get evasion. I went with the rogue levels largely for character reasons and I'm still deciding if I want to take any more later. The choice is between a paladin who has reformed from a criminal life and is conflicted about using what he learned, even in the service of good, and a paladin who continues to hone his less-than-honorable skills and sees it as fighting villainy with its own tricks.


Greene Tanache wrote:
minkscooter wrote:


I'm confused, though. I didn't see your name on the lineup. Are you actually Warforged Gardener?
EDIT: Answered my own question: Warforged Gardener is Christopher Carrig, same as Greene :)

Another thing I like about the dip is +3 perception. neil mantle 64, you already get that with Monk. I'm curious to know what you get out of your rogue level.

Yes, the plant-loving construct and the holy Tiefling warrior are one in the same. = )

I'm not sure about a one-level dip in rogue. The thing that used to be popular was the two-level dip, so you could get evasion. I went with the rogue levels largely for character reasons and I'm still deciding if I want to take any more later. The choice is between a paladin who has reformed from a criminal life and is conflicted about using what he learned, even in the service of good, and a paladin who continues to hone his less-than-honorable skills and sees it as fighting villainy with its own tricks.

Evasion is no good because I plan to be decked out in dwarven armor. The rogue talent would be nice for trap spotting, but I didn't think it would be worth the lost bonus feat, since I already get trap spotting as a dwarf if the trap is stonework.

I also like the rogue level mostly for character reasons, since I like the idea of an alert and mechanically talented dwarf. I don't care at all about my dwarf being sneaky, in fact I imagine him walking with a slight limp.

I'll see if I get any other feedback, and I may decide to just max out his combat capabilities depending on what seems to fit best.


This is JZ. Here's what I have so far.


JZ: Knowledge: Dungeoneering takes care of most underdark knowledges, although Knowledge Geography would assist in this manner. Knowledge: Nature is already subsumed with the Dungeoneering part of the business, but would not hurt (so you only need 1 skill, not two).

Grmnbln: As with all characters, you choose your favored class (sorry for the confusion, my fault there).

Minkscooter: I like the concept you're going with with your dwarf. The non-sneaky, but mechanically adept fighter/rogue type works well for me.

All: First level is max hit points, as normal. Again, sorry for the confusion. The other question about the assist when disabling traps: Yes, it is allowed. I can see two rogues looking at a lock together and going "well the springs should be here" and the other rogue going "if not, there will be a pin there..." and so on. More on the planning part of it, but it all works roughly the same.
Also, as to the max value of gear: Try to top it out at 20,000. Anything higher than that and you'd better have a very good explanation.

On to Characters:
Warforged Gardener (Greene Tanache):

Spoiler:
Only problem I have is your GP. I'm seeing 197-ish GP, not 1130. Remember, you're starting with only 46,000. Otherwise, the character looks just fine. (as part of your gear, add a holy symbol, 25 gp if silver, but otherwise free, and weighing 1 pound).

JZ (Onyx)

Spoiler:
So far so good. Finish rounding him out, you'll be set.

Wellard (Sir Basil)

Spoiler:
You look all set. Thank you for your promptness :)

Dr. Dark! (Kane Toscobble)

Spoiler:
I'd hoped for more rogue levels... but anyways. Finish out your traits and gear, and the character looks pretty well complete (yes, I know you said those are forthcoming).

Dark Archive

Still writing my character's background, which should explain equipment values in excess of 20,000 gp.


DM_Darkmeer wrote:
Minkscooter: I like the concept you're going with with your dwarf. The non-sneaky, but mechanically adept fighter/rogue type works well for me.

OK, thanks, I'll finish him up along those lines then.

DM_Darkmeer wrote:


Also, as to the max value of gear: Try to top it out at 20,000. Anything higher than that and you'd better have a very good explanation.

I was hoping to spend about 40,000 gp on magic armor and weapons. I don't mind limiting that to 20,000 gp, but I'm a little confused about what I'm supposed to do with the other 26,000.


Kane Tosscobble wrote:
Here is my character. Background to follow. I have made him as a Halfling Monk but with a rogue level. Hope that is ok. Traits and Gear will follow.

Cool name!


*gasp*
I think...I think I'm done...check me...
*head hits table, pen rolls out of hand*

You wouldn't think 46,000 gold would melt away to nothing!

Sovereign Court

Finrod Moruin wrote:

*gasp*

I think...I think I'm done...check me...
*head hits table, pen rolls out of hand*

You wouldn't think 46,000 gold would melt away to nothing!

I KNOW. As soon as I added holy to my weapons, there was barely any left. My first level characters could barely imagine what it's like to spend that kind of money in one shot.

Sovereign Court

DM_Darkmeer wrote:


Also, as to the max value of gear: Try to top it out at 20,000. Anything higher than that and you'd better have a very good explanation.

On to Characters:
Warforged Gardener (Greene Tanache):
** spoiler omitted **

Sorry about that, I forgot to change it when I enhanced my armor(thought it was 2000gp to do that and couldn't afford it). Since you didn't say anything about the rapiers, I'm guessing you counted each individually, because that was where most of Green's money went.


Clarification:
THe maximum value for a single piece of gear is 20,000 gp, you still get to spend your 46,000 gp.

After reading my post I went GAH! and realized what I'd done.

/d

Liberty's Edge

Here's my character. The background is still sketchy. My most expensive item is 20,500 gp, but I'm hoping you'll allow the extra 500 gp since its dwarven armor. I have about 9,000 gp still unspent. I'll post again when the background and gear are finished.


Warforged Gardener wrote:
DM_Darkmeer wrote:


Also, as to the max value of gear: Try to top it out at 20,000. Anything higher than that and you'd better have a very good explanation.

On to Characters:
Warforged Gardener (Greene Tanache):
** spoiler omitted **

Sorry about that, I forgot to change it when I enhanced my armor(thought it was 2000gp to do that and couldn't afford it). Since you didn't say anything about the rapiers, I'm guessing you counted each individually, because that was where most of Green's money went.

Yep, I got the rapiers right off the bat.


Minkscooter (Huergar)

Spoiler:
Where is the alt. class feature giving up sneak attack for Int to Disable Device? I'm not sure where it comes from offhand, and I'd like to know how you did it. Same goes for the "dwarven" armor. Is it just +2 full plate? +2 Mithral Full Plate "dwarven full plate"? It'll help me with sources and more description here (and yes, I went through the Complete Series and Races of stone before I asked these questions.

Camris (Finrod)

Spoiler:
Your character is using Pathfinder deities. It sounds like Finrod started with either worshipping Angaharradh or Hanali Celanil, and has switched to Shevarash, or, a human deity (such as Hoar (LN) or even Tempus (CN)). Outside of that everything seems in order. And, to double check, where did the "alchemical" arrows come from (smokestick, thunderstone, etc). I'm pretty sure I know, but I want to make sure.

So far, characters turned in for approval:
Onyx,
Sir Basil
Kane
Greene
Huergar
Finrod

(6/10 so far). I know a few of you are still working, and some edits are going to be done, but otherwise I'm pleased at the opportunity :)

/d

Dark Archive

For DM_Darkmeer

Spoiler:
My character's name is Sunaj Fellhand.

House Fellhand was a disgraced Cormyrian noble family who were banished from the Kingdom many years ago, who survived by entering into an alliance with an orc tribe in the far North. The said alliance was sealed with the orc warleader claiming the Fellhand heir as his concubine. The woman, unknown to the orc warleader, was a powerful sorcerer. Thus, the warleader simply became mere puppet. But the terms of the treaty required that an heir to be produced. Hence, Sunaj was born.

Born into an unloving family environment, Sunaj devoted his great intellect into mastering the arcane. Years later, when he came of age, he left the Fellhand holdings and journeyed underneath the earth into the Underdark.

He became a mercenary and served a drow named Jarlaxle. He saw many sights unknown in the sun-lit world above.

After his stipulated term of duty, Sunaj left Jarlaxle's mercenary band and returned to his home in the far North. There, he ended the cruel rule of his mother over the orcs, the people of his father. No Fellhand of pure human blood remained after that.

Thereafter he journeyed South to the court of Azoun, King of Cormyr, to deliver the message that: The Fellhands are no more....

Dark Archive

DM_Darkmeer wrote:
Dr. Dark gets a slot, and if you can get what concept you want ready by the end of the week, so does Set.

Oh hey, I just noticed this. I was just kibbitzing above, I'm gonna have to pass on this one. I'm mega-booked already. Good adventures to all who are going aboard!


For DM_Darkmeer, submitted for your approval:

Spoiler:
Greene Tanache began his life as a blight on his family, marked at birth by his mother's indiscretion with a man she refused to name. That Greene's father was very likely a devil in mortal guise did little to endear him to his adoptive father. For most of his childhood, he learned to answer to "Bastard" and "Devil-Child" as frequently as his own name, and at the age of eight, Greene abandoned his family and fled to the High Forest, where he was found and accepted into a group of highwaymen calling themselves the Thorn Guild.

Greene became a brigand and a highwaymen for the Thorns, although he lacked the cruelty of his fellow thieves and was frequently berated for allowing victims to escape with their lives. Knowledge of the Thorn was often enough to earn their enmity. Greene learned quickly to assuage his guildmates with reason, else they send men to find and murder those he allowed to leave the High Forest alive.

As a highwayman, he regularly attacked travelers and took their valuables, but that changed when he mistook a single rider in the night for a noble and was soundly defeated by a paladin of Lathander called Sir Andress. Green awoke to find himself bound and healed after the combat, with Andress making breakfast over a fire. He was humane and even affable to Greene, who grew to like the paladin in spite of the beating he'd taken at his hands the night before.

Andress planned to take him to the Silver Marches to be properly tried, but the paladin seemed to take his time, walking his horse instead of subjecting it to the strain of two riders. He spoke to Greene as they journeyed, asking about his life and what had led him to such dire ends as taking advantage of travelers. At first, Greene gave only short answers and outright lies that Andress easily saw through, but eventually he told the paladin of his youth and the cruelty that led him to run away. Andress confessed that he'd known for some time that Greene was a Tiefling, but he made it a point never to judge a man without knowing his life. Among the paladin's remarkable gifts was the ability to detect evil, and he candidly told Greene that there was no evil in him, whatever the outward signs of his infernal heritage. He promised Greene that he would seek leniency from the magistrate if he would mend his life, and Greene was so overwhelmed by the offer of mercy that he agreed, though he had no idea how to mend his life.

Near the edge of the High Forest, after traveling with Sir Andress for over a week, they were attacked by members of the Thorn. Andress had stopped binding Greene days before, a show of trust that Greene never betrayed. Seeing Greene unbound in the company of a paladin, they drew their own conclusions and marked them both for death. The Thorn caught them unaware, and Andress lost valuable time drawing Greene's weapons and returning them before mounting a counterattack. He was much stronger than Greene, but against so many opponents, the paladin's strength waned. He took no time for himself, constantly weakening his position to defend Greene and heal his many injuries, spending his last divine gift to keep Greene alive and fighting. He fell, and Greene slew the last of his former guildmates alone.

Andress lay bleeding and Greene could do nothing but watch, his heart wrenching. He knew nothing of medicine or magic. The paladin died and something within Greene broke. He'd known kindness for the first time in his life and all he could do to repay was spill useless tears over a noble man's body.

With great effort, he returned Andress to his saddle and continued the journey to the Silver Marches with the dead paladin by his side. He gave himself over to the guards without resistance, asking only that they show the body of Sir Andress the respect he deserved. When questioned by the magistrate, he answered honestly and was grimly surprised when the magistrate believed his account of the paladin's death. Out of respect for Sir Andress, the magistrate remanded Greene to the Church of Lathander, where he was sentenced to serve them as they saw fit.

His service took the form of simple chores and ministering to the sick, but his sentence was not long. Greene pledged himself to Lathander, though in his heart it was Andress to whom he gave his fealty. He returned to the High Forest and hunted the Thorn Guild without mercy, using all he knew of their ways and all he'd learned from the church. If they did not surrender to the law, he fought them with righteous fury. It took years, during which he drifted further and further from the Church of Lathander, but he drove the Thorn out of the High Forest.


It's OK if you take them out as not being part of the basic Pathfinder ruleset. The alchemical arrows were a concept I saw in the Dragon magazine one time, and Finrod will make his own using Craft skill if he can.


Ok. I have changed Kane to a 9th level Rogue. Updated profile is included. Also done a background. I have tried to give him a tie into the party...see what you think.

Once part of a well known band of cut throat thieves, Kane grew tired of his lot in life. Upon the capture of a young elven rogue called Alecia,in the Dalelands, he saw his one chance to escape from the monotony of his existence and helped her to escape. He traveled with her back to her camp where he was introduced to the leader of the adventuring band from which she had been captured. Looked on at first with distrust Kane was gradualy accepted into the company. Upon Alecia's death at the hands of a Drow raiding party, he took his place as the groups scout and thief.


Kane Tosscobble wrote:

Ok. I have changed Kane to a 9th level Rogue. Updated profile is included. Also done a background. I have tried to give him a tie into the party...see what you think.

Once part of a well known band of cut throat thieves, Kane grew tired of his lot in life. Upon the capture of a young elven rogue called Alecia,in the Dalelands, he saw his one chance to escape from the monotony of his existence and helped her to escape. He traveled with her back to her camp where he was introduced to the leader of the adventuring band from which she had been captured. Looked on at first with distrust Kane was gradualy accepted into the company. Upon Alecia's death at the hands of a Drow raiding party, he took his place as the groups scout and thief.

Hmmm...do these well-known thieves have a name that might be familiar to a certain paladin? :)


Greene Tanache wrote:
Kane Tosscobble wrote:

Ok. I have changed Kane to a 9th level Rogue. Updated profile is included. Also done a background. I have tried to give him a tie into the party...see what you think.

Once part of a well known band of cut throat thieves, Kane grew tired of his lot in life. Upon the capture of a young elven rogue called Alecia,in the Dalelands, he saw his one chance to escape from the monotony of his existence and helped her to escape. He traveled with her back to her camp where he was introduced to the leader of the adventuring band from which she had been captured. Looked on at first with distrust Kane was gradualy accepted into the company. Upon Alecia's death at the hands of a Drow raiding party, he took his place as the groups scout and thief.

Hmmm...do these well-known thieves have a name that might be familiar to a certain paladin? :)

I would think that that may be highly likely ;)


Kane Tosscobble wrote:


I would think that that may be highly likely ;)

Interesting. Since Kane would have been involved with them until very recently, he might have known Greene while he was still a rogue... I'll have to see where the Dalelands are in relation to the High Forest, but Greene spent years driving them out of that territory...Dalelands might be where the rest of them relocated?

I wonder what sort of relationship will emerge between Greene and Kane. It could run the gamut between seething hatred and lasting friendship, given their intersecting backgrounds.


DM_Darkmeer wrote:

<spoilered> Where is the alt. class feature giving up sneak attack for Int to Disable Device? I'm not sure where it comes from offhand, and I'd like to know how you did it. Same goes for the "dwarven" armor. Is it just +2 full plate? +2 Mithral Full Plate "dwarven full plate"? It'll help me with sources and more description here (and yes, I went through the Complete Series and Races of stone before I asked these questions.

/d

Sorry for putting you to the trouble of looking for an alt. class feature that doesn't exist (as far as I know). I assumed that when you said you liked my non-stealth, mechanically adept rogue proposal, you were implicitly giving approval to this suggestion up-thread:

minkscooter wrote:
And how about you, neil mantle 64? How do you feel about your rogue level dip, and what aspect of the rogue class are you trying to emphasize? I'm trying to max disable device, and I wish I could trade sneak attack for the ability to substitute my Int bonus for Dex in that one skill.

I thought of it kind of like the Weapon Finesse feat, which lets you substitute Dex for Str attack bonus, except that I applied the ability substitution to a skill instead. That way I get +2 Int bonus instead of -1 Dex penalty. I also avoid the -3 armor check penalty, since the skill is no longer Dex based. You can see I really want to be good at Disable Device (I dumped more ranks into that than any other skill). If it's too good for Sneak Attack, I'd consider taking a second level of rogue and giving up evasion as well, or any other exchange you think is fair. Otherwise, being a rogue with a Dex penalty is a bit less appealing. :)

The armor is +2 adamantine full plate. There is a "special armor" in the PRPG called "dwarven armor" which is essentially an alias for adamantine full plate (16,500 gp; I added +4,000 gp for the +2 enhancement). Sorry for stretching the limit. I'm anxious about my low Dex, but I'll happily scale back to +1 armor.


minkscooter wrote:
DM_Darkmeer wrote:

<spoilered> Where is the alt. class feature giving up sneak attack for Int to Disable Device? I'm not sure where it comes from offhand, and I'd like to know how you did it. Same goes for the "dwarven" armor. Is it just +2 full plate? +2 Mithral Full Plate "dwarven full plate"? It'll help me with sources and more description here (and yes, I went through the Complete Series and Races of stone before I asked these questions.

/d

Sorry for putting you to the trouble of looking for an alt. class feature that doesn't exist (as far as I know). I assumed that when you said you liked my non-stealth, mechanically adept rogue proposal, you were implicitly giving approval to this suggestion up-thread:

minkscooter wrote:
And how about you, neil mantle 64? How do you feel about your rogue level dip, and what aspect of the rogue class are you trying to emphasize? I'm trying to max disable device, and I wish I could trade sneak attack for the ability to substitute my Int bonus for Dex in that one skill.

I thought of it kind of like the Weapon Finesse feat, which lets you substitute Dex for Str attack bonus, except that I applied the ability substitution to a skill instead. That way I get +2 Int bonus instead of -1 Dex penalty. I also avoid the -3 armor check penalty, since the skill is no longer Dex based. You can see I really want to be good at Disable Device (I dumped more ranks into that than any other skill). If it's too good for Sneak Attack, I'd consider taking a second level of rogue and giving up evasion as well, or any other exchange you think is fair. Otherwise, being a rogue with a Dex penalty is a bit less appealing. :)

The armor is +2 adamantine full plate. There is a "special armor" in the PRPG called "dwarven armor" which is essentially an alias for adamantine full plate (16,500 gp; I added +4,000 gp for the +2 enhancement). Sorry for stretching the limit. I'm anxious about my low Dex, but I'll happily scale back to +1 armor.

No need for the armor, as it's only 500 gp over the limit. This I can handle (it's the spending 25,000-36,000 on a sword or other absurdity that I have a problem with) The 20,000 makes sense in most cases. In this one, you're getting the masterworked armor cost added on to the 16k for the armor. I know that, and I'm not penalizing for that.

As to the forgoing Sneak attack for the Int bonus... I'll run with it. It's different, and it shows thinking outside of the box. We'll see what you think of your choice.

/d


Finrod:

Spoiler:
I've no problem with the arrows, none of them are gamebreakers. So I have my reference, which issue of Dragon are you using (I can recall such an article, just don't recall the number). I like all the options they give you... almost a Green Arrow or Hawkeye angle going for you.
Any thoughts as to what deity you follow in the Realms?

Radavel:

Spoiler:
I'm liking the character so far. Story is good, would fit in with the opening idea of the Kingdom of Many Arrows, perhaps by breaking the tribe's leader, Obould was able to take a stake in the tribe, absorbing it into his own. (places you in the High Forest at some point).

Greene:

Spoiler:
I really like the backstory. For my information: Are you thinking of going Grey Guard from Complete Scoundrel? It seems to fit your concept so far, perhaps a little better than I had anticipated.
You and Kane may actually know each other, I'd recommend some spoilers to figure out if Kane would have been with the Thorn. I'll be recommending this to Kane as well. The high forest actually is on the western side of Anauroch, in The North (using regions here). Given that many folks move along trade ways along this area, I wouldn't be surprised to see someone move from the High Forest to the Western Heartlands, and then on to Cormyr (gatewaying into the Dales and/or Moonsea from there).

Kane:

Spoiler:
If you so choose, you could have been a member of a guild Greene was associated with. There are details here, but I don't want to go too far if you and Greene don't want to pick that plot/subplot up between yourselves.

Set: Thanks for replying. I'm sad I misinterpreted your earlier post, but I'm also glad you posted here and didn't leave me more befuddled than usual.

/d


Fixed the deities in Finrod's background. He follows the Black Archer of course!

Found the article again; check out Dragon 349 (November 2006) page 21. "Hitting the Bullseye" by Eric Cagle.


I'd be happy to go along with the subplot for Kane and Greene.

Dark Archive

For DM_Darkmeer

Spoiler:
Sunaj dreams of one day founding a homeland for orcs, something he shares with Obould though they are from different tribes.

His meeting with Azoun was intended by Sunaj as a stepping stone for cementing Cormyr's support for such a homeland.

Sunaj is also a comrade-in-arms of Jarlaxle. The latter appreciates Sunaj's ability to tell the most outrageous lies.


Kane:

Spoiler:
Youre Bastard Sword information looks wonky to me. So, I'll go through and check, let me know if I am correct here.
Your base strength is 13, with the Belt it becomes 17, correct? If so, then the following is true:
Bastard Sword attack bonus: 7 (base) + 3 (strength) + 2 (weapon enhancement) = +12.
Weapon finesse doesn't apply to bastard swords, as they are not considered "light," but even with that, the base attack bonus on the sword would have been +13, rather than +12. Was the bastard sword entry for proficiency in the sword?

Radavel

Spoiler:
It's a great dream, although highly unlikely given orc culture as it stands. Perhaps it is possible, but it will be very difficult to do what you're trying to do. It is a great long-term goal, though.

Characters Ready:
Onyx,
Sir Basil
Greene
Finrod. (Thanks for the clarification)
Huergar

Pending:
Kane (working with Greene)
and Sunaj (Radavel)
2 unnamed characters.(Shaundakul and Grmnbln's characters).

Just keeping track, as I'm ready to get this started.
/d

Liberty's Edge

DM_Darkmeer wrote:

No need for the armor, as it's only 500 gp over the limit. This I can handle (it's the spending 25,000-36,000 on a sword or other absurdity that I have a problem with) The 20,000 makes sense in most cases. In this one, you're getting the masterworked armor cost added on to the 16k for the armor. I know that, and I'm not penalizing for that.

As to the forgoing Sneak attack for the Int bonus... I'll run with it. It's different, and it shows thinking outside of the box. We'll see what you think of your choice.

Thanks! This character is finished, pending your approval and/or suggestions.

Sovereign Court

minkscooter wrote:
DM_Darkmeer wrote:

<spoilered> Where is the alt. class feature giving up sneak attack for Int to Disable Device? I'm not sure where it comes from offhand, and I'd like to know how you did it. Same goes for the "dwarven" armor. Is it just +2 full plate? +2 Mithral Full Plate "dwarven full plate"? It'll help me with sources and more description here (and yes, I went through the Complete Series and Races of stone before I asked these questions.

/d

Sorry for putting you to the trouble of looking for an alt. class feature that doesn't exist (as far as I know).

Isn't there an alt-class feature in Dungeonscape?

Sovereign Court

DM_Darkmeer wrote:


Greene:
** spoiler omitted **

/d

Spoiler:
I wasn't initially thinking of going Gray Guard, but I looked at it after writing the background and it seems very much what I'm going for. There's a certain vengeful bent to Greene that would probably be well-served by Gray Guard, although the benefits of the class are a little weak now compared to Pathfinder paladins. The biggest benefits are the atonement perks(I had wondered if using sneak attack was going to be dangerous for his code and was already prepared to use it sparingly). I think for the moment, despite his conversion and desire to serve law and goodness, Greene *is* still a little trapped in darkness. His experiences will ultimately determine whether he can ever strive for the sort of benevolence he saw in Andress or whether he'll always be at the very fringes of Lawful Good unable to get the real rewards of serving the light.

What do you think? Can a few things be done to keep Gray Guard from being a step down for a paladin?


These are the basics for my character, just typing up his background now.

Shadow Lodge

I may be a bit late, but is there room for a bard? A bard5/Silver Dragon Disciple4 to be precise.


Greetings.

For DM_Darkmeer

Spoiler:
Will spend remaining gold on potions and scrolls. From the spell list you may have noticed that I do not have plans on coming into melee range with the enemy, especially as I can rely on my brave warrior companions.

Sovereign Court

Basil and Sunaj should have an ...interesting relationship.

though you guys should be warned my paladin inspiration comes from a mixture of El Cid and David Eddings Sparhawk..I love the church knights they are definitely not your standard paladin types


I would happily let him massacre the enemy. Though I hope he understands that we are not all cut from the same cloth. I presume that Sir Basil follows Torm and not Helm.


Warforged Gardener/Greene: There's not an alt-class feature in Dungeonscape to allow that ability swap (not for rogues at least). There's an iinteresting bit of alt class features, but that's not one of them. Now on to the other matter at hand:

Spoiler:
As to the Grey guard:
It really could be condensed into 8 levels. The only real thing of note is that I added 2 dice of sneak attack damage to round it out with your character concept. Grey guards are allowed to use non-traditional methods, and I think Sneak Attacks fit in with that nicely.
Level/Abilities gained:
1: Sacrament of Trust, Lay on Hands stacks, Smite Evil 1/day (yes, I added that)
2: Debilitating touch, Sneak attack +1d6, +1 Spellcasting Level (divine)
3: Smite Evil 2/day, Justice Blade (chaos)
4: Devastating Touch, +1 Spellcasting Level (divine)
5: Unbound Justice (this is a powerful ability, actually). +1 Spellcasting level (divine)
6: Smite Evil 3/day, Sneak attack +1d6 (fits your character, likely not added into another gray guard).
7: Justice Blade (all alignments) +1 Spellcasting level (divine)
8: Sacrament of true faith.

DC's for Debilitating Touch and Devastating touch are equal to: (paladin level + Grey Guard level)/2 +10 +your charisma modifier.
Unbound Justice's skill bonus is equal to your Grey Guard level.

Class skills: Bluff, Diguise, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (local), Knowledge (nobility and royalty), Perception, Ride, Sense Motive, and Sleight of Hand. (4+INT modifier per level skills gained).
Requires: Sense Motive 4 ranks, Knowledge (Religion) 5 ranks, lay on hands class feature, Paladin code.

The small alterations I made fit your character concept, and condensing it down to 8 levels as opposed to 10 made much more sense to me. If you like it, great, if not, don't worry about it. I think I can work in a chain of feats to make it where your character is like the class without the class. I see 4 feats that really round out the class to me. Really, gaining the class features as feats makes a lot of sense:
Feature/feat: Sacrament of Trust (makes Lay on hands stack with rogue levels, for you), Debilitating Touch, Devastating Touch, Unbound Justice (bonus equal to 1/2 your paladin level to Bluff, Disguise, and Intimidate checks), Justice Blade (chaos), and Sacrament of True faith (including Justice Blade of all alignments). This would make you level 21 to gain all of the abilities, but you wouldn't lose any paladin levels that way. I still haven't figured out level 21 yet, but it is a start. Feasably, you could skip Unbound Justice, and have all the major combat abilities at level 19.
The feats may end up being a little bit better for you, given the way the paladin works right now. Condensing helped the Grey Guard, but I'm not sure if it's enough. Let me know what you think.

Dragonborn: I'm alright with having a 10th (I had a spot open from Set). Let's see what you do with it.

Good golly (sorry, still trying to keep track):
Characters still finishing:
Sunaj (let me know when you finish the gear up. Edit: Ignore earlier INT question.).
Corvax (let me know when the background is up).
Kane
Dragonborn's Character.
Shaundakul's character

Characters Done:
Onyx,
Sir Basil
Greene
Finrod.
Huergar

I'll be creating the campaign thread once everyone's completed out.
/d

Shadow Lodge

Do you want a background?

Dark Archive

just buying 4 potions of cure serious wounds totalling 3,000 gp. will keep the remaining 1,000 gp for other in-campaign expenses.

Sovereign Court

DM_Darkmeer wrote:

Warforged Gardener/Greene: There's not an alt-class feature in Dungeonscape to allow that ability swap (not for rogues at least). There's an iinteresting bit of alt class features, but that's not one of them. Now on to the other matter at hand:

** spoiler omitted **...

Spoiler:
I will definitely be taking a look at that next level. It'll be a toss-up between prestige class and feats, though. Pathfinder has done a fine job discouraging prestige classes, but being able to get more smite and more sneak attack is a big draw. Thanks for doing that with Gray Guard.

Would the Gray Guard levels stack with Paladin for Divine Bond and all the other Paladin level-based abilities? I'm looking at Paladin and I think I could be okay with losing out on further levels(with another Paladin in the group, many of my later auras become redundant since he'll get them sooner). I'll probably go with the prestige class(it's like the holy equivalent of Avenging Executioner now).


Warforged Gardener:

Spoiler:
I see no reason for the Grey Guard not to stack with Lay on Hands and Divine Bond, as it is a Paladin Prestige Class. The Channel positive energy also makes sense, but the Mercies do not (to me). So, Lay on hands, Divine Bond, and Channel Energy stand, mercy does not.

Dragonborn: A background is helpful, for future plots I may use for the character. I already have two plots ready to go for characters with backgrounds, and a third plot I'm working on for another.

/d


Radavel wrote:
just buying 4 potions of cure serious wounds totalling 3,000 gp. will keep the remaining 1,000 gp for other in-campaign expenses.

Fair enough. Moved to completed shelf.

/d

51 to 100 of 155 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Gamer Life / Gaming / Gamer Connection / Pathfinder PbP Expedition to Demonweb Pits Campaign All Messageboards

Want to post a reply? Sign in.