PFRPG Maure Castle pbp looking for players


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Lord Thasmudyan wrote:
Zurai wrote:
OK, that works for me. It gains fire vulnerability, but frees up 3 evo points. Thanks for the consideration.
Okay read through that thread you mentioned, I am thinking it wouldn't apply to the eidolon now as I must have miss read what you said in this thread. Jason's comment was that Augment doesn't apply to SPA. It would still work for any summoned in creature via spells what have you

Jason's answer was as follows:

Jason Bulmahn wrote:
Andrew Betts wrote:
Can Augment Summoning also affect monsters summoned through this Spell-Like Ability?

Yes

Jason Bulmahn
Lead Designer
Paizo Publishing

(14th post in THIS thread, for reference; Andrew was asking about the Summoner's special summon monster ability, not the Eidolon itself)

I'm fine with whatever you decide on the Eidolon, for the record. Or on the feat at all, for that matter; it's more for flavor than power. Not trying to be argumentative, just wanting to be sure of everything before I post the character :)


Lord Thasmudyan wrote:
I am going to have to take Zurai side on this, So far the group has two arcane based class at the very least, if you would like to go ahead but I would worry the party would be a bit arcane heavy with not enough divine healing or straight up melee based character not including zurai eidilon and the Jon Common the half orc cavalier

I think we've probably got enough melee. My summoner's a medium-BAB character in his own right, plus the cavalier and Eidolon and maybe the ranger. Should do OK. And my character can summon up extra grunts if he needs to. I'm most concerned about the total lack of a trap-disarmer; Castle Maure sounds like a serious dungeon crawl, which means there's likely to be some really nasty traps. I'd rather not have to resort to the classic, but rather messy, "I lead the way with summoned monsters to catch all the traps".

Dark Archive

So a break down of what we got to those who are looking to join still which are getting close to full by the way

Zurai: Summoner race?
James: Jon Common Half-orc Cavalier
Ekeebo: Half-elf Ranger
Hoggarth: Gnome oracle
Jz: Sorceror race?

As to the others:
Raven34 said he wanted to play a elf evoker but haven't seen anything rolled from him or any further post.
Allen treebread: post he was interested but never rolled anything either

for the time being I will allow up to 3 more people if Raven or Allen post they can still join if you want in Cat sound good but I would recommend a non arcane character

Dark Archive

Zurai wrote:
OK, that works for me. It gains fire vulnerability, but frees up 3 evo points. Thanks for the consideration.

Thats the thread I read, we will go with it working with it for now as I said before unless Jason says otherwise will post the question today or tomorrow and let you know


Lord Thasmudyan wrote:
Zurai: Summoner race?

Character's name is Kjell Frostbeard. He's a human (Ulfen). His Eidolon's name is Neifelbjorn (hellfrost bear, in very rough pseudo-norse). I'll have a complete stat sheet up and profile made before I go to bed tonight.

Dark Archive

Zurai wrote:
Lord Thasmudyan wrote:
I am going to have to take Zurai side on this, So far the group has two arcane based class at the very least, if you would like to go ahead but I would worry the party would be a bit arcane heavy with not enough divine healing or straight up melee based character not including zurai eidilon and the Jon Common the half orc cavalier
I think we've probably got enough melee. My summoner's a medium-BAB character in his own right, plus the cavalier and Eidolon and maybe the ranger. Should do OK. And my character can summon up extra grunts if he needs to. I'm most concerned about the total lack of a trap-disarmer; Castle Maure sounds like a serious dungeon crawl, which means there's likely to be some really nasty traps. I'd rather not have to resort to the classic, but rather messy, "I lead the way with summoned monsters to catch all the traps".

LOL; Maure Castle has traps!?!? grins evilly and rubs hands together menacingly traps what traps :)

Dark Archive

Zurai wrote:
Lord Thasmudyan wrote:
Zurai: Summoner race?
Character's name is Kjell Frostbeard. He's a human (Ulfen). His Eidolon's name is Neifelbjorn (hellfrost bear, in very rough pseudo-norse). I'll have a complete stat sheet up and profile made before I go to bed tonight.

I kinda figured you were going for the ulfen (norse) idea after the frostburn questions


Okay, this is my (Ekeebe's) character, i just have to write up the backstory, if anything is wrong please tell me, i was sort of a little distracted while i was writing her up.

spoilerised character:
Full Name: Kara Shalondel
Race: Half Elf
Classes/Levels: Ranger 12
Gender: Female
Size: Medium
Age: 21
Alignment: Chaotic Good
Deity: Desna
Languages: Elven, Common, Sylvan
Strength: 9 Dexterity: 18 Constitution: 10 Intelligence: 12 Wisdom: 16 Charisma: 12
Height: 5' 10
Weight: 140 lb
Total Hit Points: 84
Speed: 30 feet

Armor Class: 24 = 10 + 6(armour) + 4(dexterity + 2(natural armour) + 2 (ring of protection)
Touch AC: 16
Flat-footed: 20

Initiative modifier: + 6 = + 4 [dexterity] + 2 [trait]

Fortitude save: + 11 = 8 [base] + 0 [constitution] + 3 [magic]
Reflex save: + 15 = 8 [base] + 4 [dexterity] + 3 [magic]
Will save: + 10 = 4 [base] + 3 [wisdom] + 3 [magic]

Attack (melee): +11/+6/+1 = +12/+7/+2 [base] - 1 [strength]
Attack (ranged): +16/+11/+6 = +12/+7/+2 [base] + 4 [dexterity]

+2 distance seeking longbow +18/+13/+8 (1d8 +2 /x3)
+1 longsword +12/+7/+2 (1d8 19-20/x2)
+1 dagger +12/+7/+2 (1d4 19-20/x2)

Full attack ranged:
+16/+11/+6/+16 (5 arrows in total, using many shot and rapid shot)
Full attack melee:
+12/+7/+2

Feats:
Dodge
Mobility
Point blank shot
Quick draw
Far shot
Precise shot
Improved precise shot
Rapid shot
Many shot
Shot on the run

Traits:
Reactionary
Sacred Touch

Skills (all class skills, so they all recieve a +3 training bonus):
Climb (Str) +7 (5 ranks)
Craft bows (Int) +9 (5 ranks)
Handle Animal (Cha) +9 (5 ranks)
Heal (Wis) +11 (5 ranks)
Intimidate (Cha) +9 (5 ranks)
Knowledge (dungeoneering) (Int) +9 (5 ranks)
Knowledge (geography) (Int) +9 (5 ranks)
Knowledge (nature) (Int) +9 (5 ranks)
Perception (Wis) +12 (6 ranks)
Profession bowyer (Wis) +11 (5 ranks)
Ride (Dex) +12 (5 ranks)
Spellcraft (Int) +9 (5 ranks)
Stealth (Dex) +12 (5 ranks)
Survival(Wis) +17 (8 ranks, +3 Adaptability)
Swim (Str) +7 (5 ranks)

Spells::

DC = 14 + Spell Level
Spells Per Day
1st level - 3
2nd level - 3
3rd level - 2

Spells Prepared
1st - longstrider
jump
resist energy
2nd - cure light wounds
cat's grace x2
3rd - darkvision
cure moderate wounds

Class and Racial Features::

Half Elf:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level (Survival).
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).

Ranger:
Favored Enemies +4 (Undead, Monstrous humanoid, Outsider [evil])
track
wild empathy
Combat style feats (Point Blank Shot, Rapid Shot, Many Shot)
Endurance
favored terrains +4 (Underground (caves and dungeons), Plains)
Hunter’s bond
Woodland stride
Swift tracker
Evasion
Quarry
Camouflage

Gear::

+1 dagger
+1 longsword
+2 distance seeking longbow
+2 glamoured fortification 25% chain shirt
ring of sustenance
ring of protection +2
cloak of resistance +3
amulet of natural armour +2
efficient quiver
60 masterworked arrows (in quiver)
handy havasack
29 potions of cure serious wounds (in bag)
dust of dryness (1 dose in bag)
elixir of vision (in bag)
100 ft of silk rope (in bag)
everburning torch (in bag)
118 gp worth of money, broken down into silver, copper and gold in pouches

Dark Archive

By the way having looked at Jon Common and Kara (ekeebe char) I think the group has a lot of healing going for them considering one character has almost 29 cure serious wounds potions :O

On that note give me a break down of cost on all magic items on each character as I just want to make sure everyone has enough for this amt of healing

Dark Archive

Kara Shalondel wrote:

Okay, this is my (Ekeebe's) character, i just have to write up the backstory, if anything is wrong please tell me, i was sort of a little distracted while i was writing her up.

** spoiler omitted **...

the 29 cure serious wounds worries me, the total pricing on this is 65520 gp what is the break down of the rest of your gear's cost on each item otherwise character looks fine


Okay I'll itemise my inventory...I thought that 3rd level potions, bought out of game, were only 750GP each. But anyway, Il'l try and itemise and pricee everything for you.

itemised equipment list:

starting GP budget: 108,000 GP
+1 dagger (2,302 GP)
+1 longsword (2,315GP)
+2 distance seeking longbow (32,375 GP)
+2 glamoured fortification 25% chain shirt (16,250 GP)
ring of sustenance (2,500 GP)
ring of protection +2 (8,000 GP)
cloak of resistance +3 (9,000 GP)
amulet of natural armour +2 (8,000 GP)
efficient quiver (1,800 GP)
60 masterworked arrows (in quiver) (360 GP)
handy havasack (2,000 GP)
29 potions of cure serious wounds (in bag) (21,750 GP [at 750 GP each])
dust of dryness (1 dose in bag) (850 GP)
elixir of vision (in bag) (250 GP)
100 ft of silk rope (in bag) (20 GP)
everburning torch (in bag) (110 GP)

grand total: 107,882 GP


Lord Thasmudyan wrote:
Kara Shalondel wrote:

Okay, this is my (Ekeebe's) character, i just have to write up the backstory, if anything is wrong please tell me, i was sort of a little distracted while i was writing her up.

** spoiler omitted **...

the 29 cure serious wounds worries me, the total pricing on this is 65520 gp what is the break down of the rest of your gear's cost on each item otherwise character looks fine

A minimum caster level potion of a level 3 spell is 750 gold. 29 * 750 = 21750. A little less alarming, but that's still a LOT of potions. Somebody got friendly with the local apothecary...


My character has a fair bit of healing, so you can probably go a little easy on the healing potions. But YMMV.

I'm mostly done, but I need to buy equipment and decide on a few more feats.


if people think we wont be needing that many, i can always cut it down to 10 and spend the gold eslewhere.

its up to the other players really, i just thought we might need them.

Dark Archive

Kara Shalondel wrote:

Okay I'll itemise my inventory...I thought that 3rd level potions, bought out of game, were only 750GP each. But anyway, Il'l try and itemise and pricee everything for you.

** spoiler omitted **

I am going to have to veto that, considering the amount of gp you have to spend you have to pay full price for the potions even during character creation.


Just a note for Kara -- I believe this is pretty much a straight dungeon crawl, so you might not get to use all of your stuff (e.g. Far Shot and the Distance enhancement on your bow).


Lord Thasmudyan wrote:
Kara Shalondel wrote:

Okay I'll itemise my inventory...I thought that 3rd level potions, bought out of game, were only 750GP each. But anyway, Il'l try and itemise and pricee everything for you.

** spoiler omitted **

I am going to have to veto that, considering the amount of gp you have to spend you have to pay full price for the potions even during character creation.

That is full price. Cure serious wounds is only a 3rd level spell, and potions of a 3rd level cleric spell are 750g each, assuming minimum caster level (5 in this case).

Shadow Lodge

cool then i take the rogue as my nich

Dark Archive

yeah I just relooked at my original calculation I was looking at the wrong thing :X I leave it to you guys if you want one person with a lot of healing potions go for it; it is going help to have healing as this is a very deadly crawl. but it might also be good to have some stuff for if characters go completely down, as there will only be a handful of chances to return to restock on items and what have you


okay fair enough, ill cut down the potions to 10, and change the far shot feat and distance quality for the bow. there's really no problem with me changing anything, i just need to know why and what to if applicable.

Dark Archive

catman123456 wrote:
cool then i could be a rogue or a fighter

I would suggest a trapfinding sort of character but then again you can multi class if you want

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Thasmudyan wrote:
The only thing I could think to do in regard to this would be to do a cross between the mount you have and a figurine of wonderous power...let me look over it and I will post in about thirty minutes on this to let you know what I want to do about it

Is there going to be any place where I'd have to abandon my mount from that point onward?

And would you mind if I dropped the Ring of Prot to a +2 and bought Horseshoes of the Zephyr?

Dark Archive

Kara Shalondel wrote:

okay fair enough, ill cut down the potions to 10, and change the far shot feat and distance quality for the bow. there's really no problem with me changing anything, i just need to know why and what to if applicable.

I would suggest if you were going to cut down on the potion go down to about 15 and then use that extra for things for if characters get killed ie scrolls of raise dead and such

Shadow Lodge

ill create him useing herolab. I'll have back story tomarrow

Dark Archive

James Martin wrote:
Lord Thasmudyan wrote:
The only thing I could think to do in regard to this would be to do a cross between the mount you have and a figurine of wonderous power...let me look over it and I will post in about thirty minutes on this to let you know what I want to do about it

Is there going to be any place where I'd have to abandon my mount from that point onward?

And would you mind if I dropped the Ring of Prot to a +2 and bought Horseshoes of the Zephyr?

Not really in the dungeon which is why we would need to refigure your mount in some way. I don't care if you go with horseshoes. Let me look at the figurine of wonderous power see if we can't bs it in someway without breaking or unbalancing

Dark Archive

what is your mounts stats looking like at 12th level? so I can decide how we are going to do this

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Thasmudyan wrote:
James Martin wrote:
Lord Thasmudyan wrote:
The only thing I could think to do in regard to this would be to do a cross between the mount you have and a figurine of wonderous power...let me look over it and I will post in about thirty minutes on this to let you know what I want to do about it

Is there going to be any place where I'd have to abandon my mount from that point onward?

And would you mind if I dropped the Ring of Prot to a +2 and bought Horseshoes of the Zephyr?

Not really in the dungeon which is why we would need to refigure your mount in some way. I don't care if you go with horseshoes. Let me look at the figurine of wonderous power see if we can't bs it in someway without breaking or unbalancing

Okay, let's build a wondrous item: Cavalier's Mount. As per the pricing guide, this would be a Wondrous Item, use-activated or continuous. That gives us a base price of Spell level x caster level x 2,000 gp. Mount is a 1st level sorc/wiz spell. Caster level is a minimum of 3 for a wondrous item creator, so that's 1x3x2000 = 6,000 gp. This gives me a horse that appears for six hours at a time. Let's add a 3/day limit on that, which divides the price by 5/3. This gives us a final price of 3,600 gp for a basic mount which appears for up to six hours at a time 3/day. Sound good?

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Thasmudyan wrote:
what is your mounts stats looking like at 12th level? so I can decide how we are going to do this

My mount's stats are at the bottom of Jon's stat block. Sorry I'm on a different computer and don't have that file on this one.


the problem is, DM, that I cant use any scrolls. Rrangers dont have those sorts of spells on their spell lists.

ill work something out for the pots though.

Dark Archive

James Martin wrote:
Lord Thasmudyan wrote:
what is your mounts stats looking like at 12th level? so I can decide how we are going to do this
My mount's stats are at the bottom of Jon's stat block. Sorry I'm on a different computer and don't have that file on this one.

Okay if it goes off your calculation it is going to be a basic mount per that spell not going to have any advantage from your class that it might gain from class related abilities if any I forget if it your mount gets anything from you going up in levels

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Kara Shalondel wrote:

the problem is, DM, that I cant use any scrolls. Rrangers dont have those sorts of spells on their spell lists.

ill work something out for the pots though.

Might it be cheaper for you to get a wand instead of the potions?

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Thasmudyan wrote:
James Martin wrote:
Lord Thasmudyan wrote:
what is your mounts stats looking like at 12th level? so I can decide how we are going to do this
My mount's stats are at the bottom of Jon's stat block. Sorry I'm on a different computer and don't have that file on this one.
Okay if it goes off your calculation it is going to be a basic mount per that spell not going to have any advantage from your class that it might gain from class related abilities if any I forget if it your mount gets anything from you going up in levels

Oh no! My mount gets buff as I go up in levels. Forget it, I'll take my horse's chances in the dungeon!

Dark Archive

I guess we will hope for no wandering horse eating monsters right?


There's always the portable hole and necklace of adaptation :P

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Thasmudyan wrote:
I guess we will hope for no wandering horse eating monsters right?

Are you kidding? My mount is more capable than most 10th level characters. He's got hooves and teeth and a +7 BAB. He's good to go!


re-worked the money and this is the new list:

+1 dagger
+1 longsword
+2 seeking longbow
+2 glamoured fortification 25% chain shirt
ring of sustenance
ring of protection +2
cloak of resistance +3
amulet of natural armour +2
efficient quiver
60 masterworked arrows (in quiver)
handy havasack
10 potions of cure serious wounds (in bag)
10 potions of lesser restoration (in bag)
10 potions of Nuetralize poison (in bag)
5 potions of haste (in bag)
5 potions of remove curse (in bag)
5 potions of remove disease (in bag)
5 potions of enlarge person (in bag)
5 potions of reduce person (in bag)
1 scroll of raise dead (in bag)
dust of dryness (1 dose in bag)
elixir of vision (in bag)
100 ft of silk rope (in bag)
everburning torch (in bag)
493 gp worth of money, broken down into silver, copper and gold in pouches

now just to work out the last few details.

Dark Archive

James Martin wrote:
Lord Thasmudyan wrote:
I guess we will hope for no wandering horse eating monsters right?
Are you kidding? My mount is more capable than most 10th level characters. He's got hooves and teeth and a +7 BAB. He's good to go!

Suddenly I think of Wizard of Oz and the evil witch saying "I'll get you my pretty and your little dog too" except replace dog with horse :P


Lord Thasmudyan wrote:
James Martin wrote:
Lord Thasmudyan wrote:
I guess we will hope for no wandering horse eating monsters right?
Are you kidding? My mount is more capable than most 10th level characters. He's got hooves and teeth and a +7 BAB. He's good to go!
Suddenly I think of Wizard of Oz and the evil witch saying "I'll get you my pretty and your little dog too" except replace dog with horse :P

Bring on the Witch! I know I have a +4 Bucket of Soapy Water around here somewhere!

And this is Jon, updated with a new shiny set of horseshoes!

Dark Archive

Zurai wrote:
There's always the portable hole and necklace of adaptation :P

I'm sorry but that poor horse would go insane from be stuffed in the portable hole all the time. Be the twitchiest mount in the history of the world. just the thought of this solution makes me giggle like a little schoolgirl :)

Dark Archive

Jon Commoner wrote:
Lord Thasmudyan wrote:
James Martin wrote:
Lord Thasmudyan wrote:
I guess we will hope for no wandering horse eating monsters right?
Are you kidding? My mount is more capable than most 10th level characters. He's got hooves and teeth and a +7 BAB. He's good to go!
Suddenly I think of Wizard of Oz and the evil witch saying "I'll get you my pretty and your little dog too" except replace dog with horse :P

Bring on the Witch! I know I have a +4 Bucket of Soapy Water around here somewhere!

And this is Jon, updated with a new shiny set of horseshoes!

Just you wait I might just have to torment your character with a witch at some point.....and its flying monkey familiar :PPPP

oh don't forget to post your background in your profile as well


okay, i have finalised everything but my background, im still writing and editing that at the moment, but now everything is legal, i got rid of the Distance quality of my weapon and replaced it with other types ot potions, and the feat Far shot and replaced it with Improved Initiative.

just trying to check that everything is legal and down pat.

Shadow Lodge

here is what i like to call the happy medum

DUNLEARY SPELLTRICKER:
Male Halfling Arcane Trickster 3 Rogue 4 Sorcerer 5
TN Small
Init +11; Perception +19
--------------------
DEFENSE
--------------------
AC 25, touch 17, flat-footed 19 (+7 armor, +6 Dex, +1 size, +1 natural)
hp 104(4d8+8d6+28)
Fort +7, Ref +16, Will +11
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Shortsword +13 (1d4+1) and
+2 Rapier +16/+11 (1d4+2) and
Unarmed Strike +14/+9 (1d2)
Special Attacks Acidic Ray, Long Limbs +5', Sneak Attack +3d6
Sorcerer Spells Known (CL 8, +7 melee touch, +14 ranged touch):
4 (DC 19, 4/day)Black Tentacles
3 (DC 18, 6/day)Slow, Vampiric Touch
2 (DC 17, 7/day)Rope Trick, See Invisibility, Touch of Idiocy, Web
1 (DC 16, 8/day)Color Spray, Enlarge Person, Grease, Magic Missile, Shield, True Strike
0 (DC 15)Detect Magic, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic
--------------------
STATISTICS
--------------------
Str 7/11, Dex 20/24, Con 15, Int 15, Wis 14, Cha 20
Base Atk +7/+2; CMB +5; CMD 22
Feats Arcane Strike, Eschew Materials (Eschew Materials (bonus feat)), Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Defense, Two-weapon Fighting, Vital Strike, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Climb +2, Disable Device +17, Escape Artist +17, Fly +9, Knowledge: Arcana +15, Knowledge: Dungeoneering +10, Perception +19, Spellcraft +9, Stealth +26, Use Magic Device +20
Languages Abyssal, Common, Elven, Halfling
SQ Aberrant, Fearless, Impromptu Sneak Attack 1/day (Ex), Ranged Legerdemain (Su), Surprise Attacks (Ex), Trap Spotter (Ex), Trapfinding +2
Combat Gear +1 Shortsword, +2 Rapier, +3 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +1, Belt of Physical Might, STR & DEX +4, Cloak of Resistance, +1, Scroll: Invisibility, Wand of Cure Light Wounds, Wand of Magic Missile
--------------------
SPECIAL ABILITIES
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (Sp) Ranged touch attack deals 1d6+2 acid damage.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Eschew Materials (Eschew Materials (bonus feat)) Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Impromptu Sneak Attack 1/day (Ex) You can declare any melee or ranged attack to be a sneak attack.
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Ranged Legerdemain (Su) Disable Device, Sleight of Hand from 30 feet away.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike You make a single attack that deals significantly more damage than normal.

Dark Archive

catman123456 wrote:

here is what i like to call the happy medum

** spoiler omitted **...

Need you to reroll your hp except 1st lvl (which is max)in thread other than that looks good

Shadow Lodge

opps...
sor hp = 76

1d6 + 2 ⇒ (1) + 2 = 3

1d6 + 2 ⇒ (5) + 2 = 7

1d6 + 2 ⇒ (5) + 2 = 7

1d6 + 2 ⇒ (6) + 2 = 8

1d6 + 2 ⇒ (6) + 2 = 8

rogue

1d8 + 3 ⇒ (5) + 3 = 8

1d8 + 3 ⇒ (3) + 3 = 6

1d8 + 3 ⇒ (6) + 3 = 9

1d8 + 3 ⇒ (7) + 3 = 10

AT

1d6 + 2 ⇒ (1) + 2 = 3

1d6 + 2 ⇒ (2) + 2 = 4

1d6 + 2 ⇒ (1) + 2 = 3


okay, character completely finished, i scrapped some of the background for the character and went with a quicker and more summarised version.

*awaits game eagerly*

Dark Archive

Kara Shalondel wrote:

okay, character completely finished, i scrapped some of the background for the character and went with a quicker and more summarised version.

*awaits game eagerly*

Looks good, got to grab the copy of you animal companion from your stats before I forget.

oh and as to the eagerly awaiting comment me too. I should be posting the ooc thread tomorrow and the IC either later tomorrow evening or wednesday depending on how much time I have; My other pbp game just started a combat so I have keep an eye on that thread and also am going into a week with some rl junk to do. Despite this I will endevour to get the game going by Wednesday night. I am just reading and trying to figure out how to fit Maure Castle into Golarion as it is originally a greyhawk dungeon crawl thats backstory oozes with greyhawk npc alumni such as Mordenkien and the like.

oh and now that a good junk of the party is stated i need you all to decide how the group is tied together

Dark Archive

catman123456 wrote:

opps...

sor hp = 76

looks good,approved cat


Alright, I've got Kjell and Neifelbjorn statted up. I still have to write their backgrounds and such, but I figured I'd toss up the stats for review while I get working on those.

Kjell's Stats:

Spoiler:
Kjell Frostbeard
Male Human (Ulfen) Summoner 12
Alignment: NG
Deity: Erastil
Region of Birth: Lands of the Linnorm Kings
Height: 6'5"
Weight: 220 lbs
Hair: Blonde
Eyes: Blue
Skin: Pale
Age: 25
XP:

Str: 19 (+4) [15 base, +4 item]
Dex: 15 (+2) [15 base]
Con: 18 (+4) [16 base, +2 level]
Int: 13 (+1) [13 base]
Wis: 9 (-1) [9 base]
Cha: 20 (+5) [17 base, +2 racial, +1 level]

Class and Racial abilities:
Eidolon (16 Evolution points; see below)
Life Link (transfer hit points to prevent Neifelbjorn's death)
Summon Monster (8/day cast summon monster VI as standard action, 12 minute duration)
Bond Senses (12 rounds/day share Neifelbjorn's senses)
Greater Shield Ally (allies within Neifelbjorn's reach gain +2 shield AC, +2 circumstance save bonus; Kjell gets +4 bonuses instead)
Maker's Call (2/day dimension door Neifelbjorn adjacent to self or swap spaces with Neifelbjorn)
Aspect (2 Evolution points transferred from Neifelbjorn to grant immunity to cold)

Hit Dice: 12d8+72 (12d8 class levels, +48 Con, +12 favored class, +12 Toughness)
Hit Points: 138
AC: 24 (+8 Armor, +2 Dexterity, +2 Deflection) [Touch 14, Flat-footed 20]
Init: +2 (+2 Dex)
Speed: 40ft

Saves:
Fortitude +11 [+4 base, +4 Con, +1 Trait, +2 Resistance]
Reflex +8 [+4 base, +2 Dex, +2 Resistance]
Will +9 [+8 base, -1 Wis, +2 Resistance]
Immune cold

BAB: +9
Melee Atk: +15/+10 (1d12+8 plus 1d6 cold / 20 / x3, +2 frost greataxe)
Melee Atk: +18/+13 (1d12+11 plus 1d6 cold / 20 / x3, +2 frost greataxe) using Arcane Strike

CMB: +13 (9 BAB, +4 Strength)
CMD: 25 (10 base, +9 BAB, +4 Strength, +2 Dexterity)

Skills:
Fly +9 (5 ranks, +2 Dex, +3 Class Skill, -1 Armor) [+4 maneuverability, +6 spell using fly]
Diplomacy +10 (5 ranks, +5 Cha)
Knowledge: Arcana +16 (12 ranks, +1 Int, +3 Class Skill)
Linguistics +6 (2 ranks, +1 Int, +3 Class Skill)
Spellcraft +16 (12 ranks, +1 Int, +3 Class Skill)
Use Magic Device +20 (12 ranks, +5 Cha, +3 Class Skill)
<Concentration> +23 (12 caster level, +5 Cha, +4 Combat Casting, +2 Trait)

Traits:
Resilient (+1 Fort save)
Focused Mind (+2 Concentration check)

Feats:
Martial Weapon Proficiency: Greataxe (Human bonus)
Toughness (1 HD)
Spell Focus: Conjuration (3 HD)
Augment Summoning (5 HD)
Beckon the Frozen (7 HD)
Arcane Strike (9 HD)
Combat Casting (11 HD)

Languages:
Common (Taldane), Skald, Dwarven, Celestial

Spells Known: (*/7/6/5/4 per day; DC 15 + spell level, +1 for Conjuration)
0: acid splash, arcane mark, detect magic, light, read magic, mage hand
1st: shield, protection from evil, alarm, grease, identify, expeditious retreat
2nd: barkskin, bear's endurance, blur, haste, see invisibility
3rd: dimension door, fly, wall of ice, dispel magic
4th: dismissal, wall of stone, teleport, baleful polymorph

Carrying Capacity:
Light Load: 0-116 lbs
Medium Load: 116-233 lbs
Heavy Load: 233-350 lbs
Current Load: 92.5 lbs, light load
Bag of Holding Load: 108/500 lbs


Gear:
Spoiler:

Equipment:
+4 chain shirt, 16,250g
+2 frost greataxe, 18,320g
cloak of resistance +2, 4,000g
ring of protection +2, 8,000g
belt of giant strength +4, 16,000g
boots of striding and springing, 5,500g
backpack, 2g
~ bullseye lantern, 12g
~ 10 flasks of lantern oil, 1g
~ 10 torches, 1s
~ whetstone, 2c
~ lesser rod of extend metamagic, 3,000g
~ wand of cure moderate wounds (50 charges, CL 3), 4,500g
~ wand of cure light wounds (50 charges, CL 1), 750g
~ wand of magic missile (50 charges, CL 5), 3,750g
~ 4 potions of invisibility (CL 3), 1,200g
~ bag of holding type 2, 5,000g
~~ bedroll, 1s
~~ 3 square yards of canvas, 3s
~~ crowbar, 2g
~~ 10 foot pole, 5c
~~ iron pot, 8s
~~ portable ram, 10g
~~ 30 days worth of trail rations, 15g
~~ grappling hook, 1g
~~ 200 feet of silk rope, 40g
~~ shovel, 2g
~~ 1 pound of soap, 5s
scroll case, 1g
~ scroll of raise dead, 6,125g
~ 10 sheets of paper, 4g
belt pouch, 1g
~ 10 pieces of chalk, 1s
~ flint and steel, 1g
~ small steel mirror, 10g
~ 5 potions of cure light wounds (CL 1), 250g
waterskin, 1g
silver holy symbol of erastil, 25g
spell component pouch, 5g

Money:
210.3g


Appearance, Personality, and Background:
Spoiler:

Appearance:

Personality:

Background:

Eidolon (Neifelbjorn):

Spoiler:

Quadruped base
Large Outsider
Alignment: NG

Str: 29 (+9) [14 base, +8 size, +5 automatic increase, +2 levels]
Dex: 17 (+3) [14 base, -2 size, +5 automatic increase]
Con: 17 (+3) [13 base, +4 size]
Int: 7 (-2) [7 base]
Wis: 10 (+0) [10 base]
Cha: 11 (+0) [10 base]

Special Abilities and Evolutions:
Darkvision 60'
Link (telepathic communication with Kjell)
Share Spells
Evasion
Devotion (+4 Will save vs enchantment)
Bite
Limbs (Legs) x2
Claws
Trip
Scent
Rend (1d6+14 plus 1d6 cold; 1d6+23 plus 1d6 cold using Power Attack)
Large
Damage Reduction (10/evil)

Hit Dice: 11d10+55 (11d10 hit dice, +33 Con, +11 Toughness)
Hit Points: 102
AC: 36 (+9 Armor, +14 Natural Armor, +3 Dexterity, -1 Size) [Touch 12, Flat-footed 32]
Init: +3 (+3 Dex)
Speed: 40ft

Saves:
Fortitude +10 [+7 base, +3 Con]
Reflex +10 [+7 base, +3 Dex], Evasion
Will +3 [+3 base, +0 Wis], +4 vs enchantment
Immune cold
Vulnerable fire

BAB: +11
Melee Atk: bite +20 (1d8+10 plus 1d6 cold plus trip / 20 / x2) and 2 claws +20 (1d6+10 plus 1d6 cold / 20/ x2)
Melee Atk: bite +17 (1d8+16 plus 1d6 cold plus trip / 20 / x2) and 2 claws +17 (1d6+16 plus 1d6 cold / 20 / x2) using Power Attack

CMB: +21 (11 BAB, +9 Strength, +1 Size)
CMD: 32 (10 base, +11 BAB, +9 Strength, +3 Dexterity, -1 Size)

Skills:
Intimidate +14 (11 ranks, +0 Cha, +3 Class Skill), +4 vs medium or smaller
Perception +14 (11 ranks, +0 Wis, +3 Class Skill)
Sense Motive +14 (11 ranks, +0 Wis, +3 Class Skill)
Survival +14 (11 ranks, +0 Wis, +3 Class Skill)

Feats:
Power Attack (1 HD)
Improved Bull Rush (3 HD)
Light Armor Proficiency (5 HD)
Medium Armor Proficiency (7 HD)
Toughness (9 HD)
Multiattack (bonus)
Awesome Blow (11 HD)

Languages:
Common (Taldane), Skald, Dwarven, Celestial

Carrying Capacity:
Light Load: 0-1,596 lbs
Medium Load: 1,596-3,192 lbs
Heavy Load: 3,192-4,788 lbs
Current Load: 108 lbs, light load

Equipment:
+3 breastplate barding, 9,950g
+1 amulet of mighty fists, 5,000g
exotic military saddle, 60g
saddlebags, 4g

~~~~~~~

Appearance:

Personality:

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