[Rite Publishing] Coliseum Morpheuon Demo (16th level)


PaizoCon General Discussion


Just a heads up Robert N. Emerson will not be able to attend Paizocon so Dennis "Ogre" Baker has kindly offered to run our Coliseum Morpheuon demo for us instead.

Steve Russell
Rite Publishing

Contributor

No Clinton J. Boomer as GM? :(

S'cool. I'll love seeing Mr. Baker in the house.

Shadow Lodge

Ed Healy wrote:

No Clinton J. Boomer as GM? :(

S'cool. I'll love seeing Mr. Baker in the house.

Tough shoes to fill. I'll try and channel Boomer's still living spirit :)


Prizes for those who attend (yes you have to be there at 8:am sorry for the early mornings).

One member of each table will get a free patronage on the project.

One Member of each table will get a free Coliseum Morpheuon T-Shirt

Once the demo is over Ogre will be giving away our promotional poster.

Every member of the demo will get a free PDF of the Questhaven product tha tis appropriate to their pre-generated character (for example Ironborn of Questhaven for the player who choses to play an Ironborn).

Shadow Lodge

I'm nowhere near as organized as Neil is with his Shadows game but I'll start posting the pregens here. So if you are in the ColMorph demo give me a shout out. I'll try and post some more details and links to pregens and I have then available.

Steve also wants to showcase some of the other Rite Publishing offerings, in particular the Ironborn, Restless Souls, and Wyrd.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

0gre wrote:

I'm nowhere near as organized as Neil is with his Shadows game but I'll start posting the pregens here. So if you are in the ColMorph demo give me a shout out. I'll try and post some more details and links to pregens and I have then available.

Steve also wants to showcase some of the other Rite Publishing offerings, in particular the Ironborn, Restless Souls, and Wyrd.

I'm in the Saturday game, I think.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

0gre wrote:
I'm nowhere near as organized as Neil is with his Shadows game but I'll start posting the pregens here.

Ohhh...that's not being organized. It's called being way too OCD for my own good sometimes. :-D

Sovereign Court

0gre wrote:

I'm nowhere near as organized as Neil is with his Shadows game but I'll start posting the pregens here. So if you are in the ColMorph demo give me a shout out. I'll try and post some more details and links to pregens and I have then available.

Steve also wants to showcase some of the other Rite Publishing offerings, in particular the Ironborn, Restless Souls, and Wyrd.

I am scheduled to be in the Sunday AM game.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber

I'm in the Sunday PM game. Looking forward to it, Ogre!

Shadow Lodge

NSpicer wrote:
0gre wrote:
I'm nowhere near as organized as Neil is with his Shadows game but I'll start posting the pregens here.
Ohhh...that's not being organized. It's called being way too OCD for my own good sometimes. :-D

I suspect OCD is not a terrible thing for GMs... though insisting that your players listen to all 200 beers the inn-keeper serves might be a bit overboard.


Demo is ready, maps are ready,

Time to order T-shirts and Poster and ship it all to ogre

Steve

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

0gre wrote:
I suspect OCD is not a terrible thing for GMs... though insisting that your players listen to all 200 beers the inn-keeper serves might be a bit overboard.

Hey! I bet Ted/Zuxius would want to hear all 200!

Shadow Lodge

NSpicer wrote:
0gre wrote:
I suspect OCD is not a terrible thing for GMs... though insisting that your players listen to all 200 beers the inn-keeper serves might be a bit overboard.
Hey! I bet Ted/Zuxius would want to hear all 200!

Was on chat last night with him and I think Ted said he was BRINGING 200 beers.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

0gre wrote:
Was on chat last night with him and I think Ted said he was BRINGING 200 beers.

I, for one, would totally believe it!

Scarab Sages

Can we pick our pre-gens ahead of time? 16th level seems a bit high for at the table character review. I'm playing the Sat. 8am game.

Dark Archive

Deidre Tiriel wrote:
Can we pick our pre-gens ahead of time? 16th level seems a bit high for at the table character review. I'm playing the Sat. 8am game.

I second that.

Shadow Lodge

Deidre Tiriel wrote:
Can we pick our pre-gens ahead of time? 16th level seems a bit high for at the table character review. I'm playing the Sat. 8am game.

I'll post the pregens up here over the next couple weeks. I know high level can be a little crazy so I'm planning on keeping them fairly straight forward.

Scarab Sages

I am attending the Sunday AM game! :)


Ragnar Grimrson, Clan Torrathr of the Storm Tribe
Male Jotun, Jotun Paragon 14
CG Huge humanoid (giant)
Init +1; Senses low-light vision; Perception +18

Defense
AC 30, touch 13, flat-footed 29
(+6 armor, +4 deflection, +1 Dex, +11 natural, –2 size)
hp 192 (16d8+112)
Fort +24, Ref +12, Will +10
Defensive Abilities improved rock catching, rock catching
Weakness vulnerability to acid

Offense
Speed 50 ft.
Melee 2 +3 slams +27 (3d6+16)
Ranged +2 ghost touch fast returning adamantine rock +27/+22/+17 (3d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks elemental blow, elemental sheath, fling, grab, rock throwing (160 ft.)

Tactics
Before Combat: Ragnar likes to prepare with a readied action to make strike someone casting a spell and bank the shot to the closest opponent.
During Combat: Ragnar prefers to hit an opponent with his Slam attack that is two size categories smaller than him (usually Medium creatures when he is Huge), he Grabs them and then flings them making a Bank Shot: If fighting obviously weaker opponents he will maintain his grab taking the -20 penalty to his CMB and do this twice in a round.

Statistics
Str 37, Dex 13, Con 26, Int 10, Wis 8, Cha 12
Base Atk +12; CMB +27 (+28 when bull rushing, +33 when grappling); CMD 38
Feats Aspect of Air (storm), Bank Shot, Improved Grapple, Improved Unarmed Strike, Precise Shot, Point Blank Shot, Power Attack, Power Throw
Skills Acrobatics +7, Fly -2, Intimidate +23, Perception +19, Sense Motive +7, Stealth -8 Racial +2 Craft, +2 Intimidate, +2 Sense Motive
Languages Common, Giant
SQ oversized weapon, size increase

Ecology
Environment temperate mountains
Organization adventuring company
Treasure (315,000 gp) amulet of mighty fists +3 (45,000 gp), +2 fast returning ghost touch adamantine boulder (53,000 gp), ring of protection +4 (32,000 gp), bracers of armor +6 (36,000 gp), cloak of resistance +5 (25,000 gp), Belt of Physical Might +6 (90,000 gp), Boots of Striding and Springing (2,750 gp) ioun stone (pale green prism) [30,000 gp] 1,250 gp

Weapon and Armor Proficiency: You are proficient with all simple weapons and no armor, or shields.

Elemental Power: At 1st level, a jotun paragon must select one of the 4 elements (energy descriptor), you chose Air (electricity), this choice is permanent and cannot be undone as it ties into your very nature and essence. This also prevents the jotun paragon from taking any other class levels. If you do you will be destroyed within a week’s time by your own unchecked power.

Elemental Blow (Su): 11/day as part of your attack action you can imbue your melee or ranged attacks with a special effect based on the elemental power (lightning) you have chosen. A creature damaged by such an attack must succeed on a Fortitude save (DC 26) or be nauseated for 1 round (overcome with ozone). If a creature successfully saves they are immune to your elemental blow for 24 hours. The DC is Constitution-Based.

Elemental Sheath (Su): 19/day as a free action you summon elemental power to bathe your weapon—or even your bare fists—in energy, allowing you to deal extra energy damage with your strikes. You can use this ability This energy is the same type as you chose for your elemental power (lightning). Your attacks deal 3d8 extra damage of that type for 18 rounds.

Grab (Ex): If you hit with a slam attack you deal normal slam damage and attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you, you have the option to conduct the grapple normally, or simply use one hand. If you choose to do the latter, you take a –20 penalty on its CMB check to make and maintain the grapple, but do not gain the grappled condition yourself (your CMB becomes +13 with the applied penalty). Each successful grapple check you make during successive rounds automatically deals normal slam damage.
You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple (this bonus is included in the statblock above).

Fling (Ex): If you begin your turn with an opponent grappled in your hand (see Grab) that is two size categories smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you can hurl your opponent as a improvised thrown weapon (-4 to the attack roll, making it Ranged +20) The jotun also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 3d6+16, and any opponent the flung creature strikes takes 3d6+16. A creature that is flung off a great height takes this amount of damage or the appropriate falling damage whichever is greater.

Size Increase (Ex): you continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge. No ability score modifications arise as a result of the growth, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to fit your new size as long as you possess it at the time you gain the appropriate level.
You can as a full round action reduce your size back down one category, it also takes a standard action to increase your size back up one category.

Jotun Paragon Size Increase Table
Size -----AC/ Attack--CMB/ CMD--Fly Skill--Stealth Skill--Base Speed
Large---- –1--------------- +1-------- –2----- –4----------------30 ft.
Huge ---- –2--------------- +2-------- –4------ -8---------------40 ft.

Rock Catching (Ex): You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Reflex save to catch it as a free action. The DC is 15 for a rock of a size or smaller that you can throw, DC 20 for a rock one size larger than you can throw, and 25 for a rock two size categories larger than you can throw. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your size; for example, a Large jotun paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to five range increments. The size of the range increment is 10 ft. per jotun paragon class level. Damage from a thrown rock is generally double your slam damage plus 1-1/2 its Strength bonus.

Improved Rock Catching (Ex): You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching.

Oversized Weapon (Ex): You can wield Gargantuan weapons you are proficient with without penalty.

ASPECT OF AIR [General]
You embrace your cloud or storm giant lineage.
Prerequisites: Elemental Power (Air)
Benefits: When you take this feat choose cloud, or storm giant. You take on the physical appearance traits of a cloud or storm giant. Your jotun level elemental powers are calculated as if you were two levels higher than you actually are. You suffer a vulnerability to acid (+50% damage from all acid effects).
Special: Giants consider you to be part of the cloud or storm giant tribes.

POWER THROW [Monstrous]
Prerequisites: Rock Throwing
Benefit: You can use your Strength modifier rather than your Dexterity modifier when using thrown weapons.

BANK SHOT [Monstrous]
Prerequisites: Rock Throwing
Benefit: You can attempt to hit one target and cause the rock to ricochet so that it hits another target within 10 feet of the initial target; You suffer a -4 penalty to the attack roll.

100 years old;
Medium 7' 750 lbs.
Large 10’ 1,100 lbs.
Huge 21’ 12,000 lbs

Fast Returning: This thrown weapon is often wrought with images and engravings of birds in flight. Whenever you throw a fast returning weapon, it returns immediately after it hits or misses and is ready to be used again during the same round. This enables you to make a full attack with the fast returning thrown weapon.
Strong transmutation; CL 12th; Craft Magic Arms and Armor; Quicken Spell; telekeinesis; Price +2 bonus

Dark Archive

That looks like a lot of fun! I'm signed up for the Saturday morning event, and I'm excited to play. I started a different thread asking about this, and it looks like my question is answered here already, but for the record, we're all definitely using pre-gens in this event, right? If so, I'd love to see as many of the options for the event as possible in advance. I feel a lot better about playing a 16th-level character when I feel like I have a good handle on the mechanics. Sitting down and running a character like that cold, I'm worried I'll make poor decisions. Thanks, guys! I'm excited to play!

Liberty's Edge

Pathfinder Roleplaying Game Superscriber
Benn Roe wrote:
I'd love to see as many of the options for the event as possible in advance. I feel a lot better about playing a 16th-level character when I feel like I have a good handle on the mechanics. Sitting down and running a character like that cold, I'm worried I'll make poor decisions. Thanks, guys! I'm excited to play!

Echoed. No point playing a near god-like character if you don't know how to use his god-like powers.


Unfettered Sky Cirith
CG Humanoid (wyrd [half-elf/half-ogre mage]) Sorcerer (Oni bloodline) 16
Init +7; Senses darkvision; Perception -1

Defense
AC 28, touch 17, flat-footed 25
(+6 armor, +3 Dex, +4 deflections, +5 natural)
hp 80 (16d6+16)
Fort +11, Ref +14, Will +16
Special Defense bloodline arcana, truth be told
SR 26

Offense
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
Special Attacks: charming falsehood, wyrd magic
Spell Like abilities (CL 17th)
Constant- fly
Spells Known (CL 17th, Ranged Touch +11)
8th (3/day)power word: stun
7th (4/day)giant form I, power word: blind, prismatic spray (DC 26),
6th (5/day)mislead, greater dispel magic, chain lightning (DC 25), disintegrate (DC 25), mass suggestion (DC 27)
5th (7/day)cone of cold (DC 24), dominate person (DC 26), telepathic bond, teleport, wall of force
4th (7/day)charm monster (DC 25), dimension door, enervation, greater invisibility, stoneskin, wall of ice
3rd (7/day)deep slumber (DC 24), blink, displacement, haste, protection from elements,
2nd (7/day)invisibility, hideous laughter (DC 23), mirror image, see invisibility, scorching ray, touch of idiocy,
1st (8/day)disguise self, another time, identify, magic missile, mount, true strike,[i]
0 — [i]resistance, acid splash, adjournment of opportunity, detect magic, detect poison, flare, light, read magic, touch of fatigue,

Tactics
Before Combat: likes to cast either an extended blink or displacement, along with mislead and greater invisibility before combat begins, if possibly he has also cast telepathic bond and haste on his companions.
Combat: if forced into combat Unfettered Sky likes to charm or dominate opponents to fight for him, if this is not possibly he will use his power words to disable them, if dealing with large numbers of opponents he will use mass suggestion, chain lightning, and prismatic spray. Each round he also casts a quicken spell enervation, deep slumber, hideous laughter, scorching ray, magic missile
Morale: Unfettered Sky believes in extremely practical and will flee if a battle goes against him, this is usually to get to a more statigic position or simply to pay to have his companions resurrected later.

Statistics
Str 10, Dex 16, Con 13, Int 14, Wis 8, Cha 29
Base Atk +8; CMB +8; CMD 21
Feats Deceitful (b), Extend Spell(b), Empower Spell, Greater Spell Focus (enchantment), Heighten Spell, Mage’s Inheritance, Maximize Spell, Quicken Spell, Silent Spell(b), Spell Focus (enchantment), Still Spell(b), Improved Initiative(b), Iron Will(b), Skill Focus (Disguise) (b), Wyrd Resistance,
Skills Bluff +27, Disguise +27, Fly +20, Spellcraft +21,
SQ hidden enchantment, take to the grave,
Languages Draconic, Common, Elven, Giant, and Sylvan

Possessions 315,000 gp; amulet of natural armor +5 (25,000 gp), Belt of incredible dexterity +4 ( 16,000 gp, bracers of armor +6 (36,000 gp), cloak of resistance +5 (25,000 gp), headband of alluring charisma +6 (36,000 gp) Belt of incredible dexterity +4 ( 16,000 gp), ring of protection +4 (36,000 gp), ring of shooting stars (50,000 gp) Tome of leadership and influence [used] +2 (55,000 gp), 2,800 gp

Special Abilities
Bloodline Arcana (Su): Whenever you cast amagical disguise spell, such as alter self, disguise self, invisibility, greater invisibility, polymorph, mislead, or shapechange, you are protected against Divination magic that allows people to see through illusions (such as true seeing) as per a non-detection (DC 31) or misdirection spell; you are immediately aware of the attempt and can cause the effect to reveal the misdirection if you choose.

Charming Falsehood (Sp): 1/day you can tell a lie so convincing it enchants a single creature that hears it. You need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view you as a trusted friend or that would make it likely to follow your order, but it can be as outlandish as you wish. If the target hears the lie, it must attempt a Sense Motive check opposed by your Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level 16). Failure by 5 or more means you have dominated the target as though using the dominate monster spell (caster level 16). Charming falsehood is a sonic, mind-affecting, charm effect.)

Hidden Enchantment (Su): 4/day when you cast a spell with the charm or compulsion descriptor, that spell cannot be detected by spells such as detect magic. Furthermore, any Sense Motive check made to determine influence over the target the DC is increased by +15. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.

Take to the Grave (Su): you enchant dead creatures you touch. When speak with dead is used upon that creature, you are immediately aware of the attempt and can cause the effect to reveal the information of your choice; this information need not be true. Your corpse or head speaks nothing but lies.

Truth Be Told (Su): magic used to determine whether you are telling the truth reveals your lies only if you would wish your words to be construed as a lie. This ability affects even spells such as detect lies and zone of truth though not wish or miracle. Other creatures that are asked about the truth of what you say can represent the truth normally, so spells such as commune can allow characters to discover the
truth, provided the creatures interviewed are privy to that truth.

Wyrd Magic (Su): Wyrd receive a +2 racial bonus on caster level checks made to overcome spell resistance and on dispel checks.

MAGE’S INHERITANCE [Wyrd]
You increase you natural magical abilities via mystical rites you have performed.
Prerequisite: You must spend 100 gp per character level on special components consumed in the mystical rites, including feather of silver and the blood of an outsider or a fey; fly spell-like ability, 12th level character.
Benefit: Your fly spell-like ability is now constant.

WYRD RESISTANCE [Wyrd]
Your natural resistance to magic is enhanced via mystical rites you have performed.
Prerequisite: You must spend 100 gp per character level on special components for the mystical rites, including cold iron, silver, and the blood of an outsider or a fey, to reinforce your magical resistance. 8th level character.
Benefit: You increase your racial spell resistance to 10+ your character level.

Adjournment of Opportunity
School: Enchantment (charm) Level: Sor/Wiz 0
Casting Time: 1 immediate action
Components: V, S
Range: Close (25ft + 5ft./levels)
Effect: Ray
Duration: 1 round
Saving Throw: Will negates Spell Resistance: Yes
A ray of eldritch energy projects from your pointing finger. You must make a successful ranged touch attack to hit. Creatures struck who fail their saving throw become unable to recognize and act upon attacks of opportunity until the next round, just before you cast the spell.

Another Time
School: Transmutation Level: Sor/Wiz 1
Casting Time: 1 immediate action
Components: V, S
Range: Close (25ft + 5ft./levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)[/b]
If cast immediately after the result of a failed check is known, you imbue the target with an
additional chance on a failed skill or ability check, even if a retry is normally not allowed.
This spell only allows for only one retry on the same failed skill or ability check, multiple castings have no effect.


MIDNIGHT SON by Jonathan McAnulty
Ironborn rogue 16
NG Medium humanoid (ironborn)
Init +4; Senses Perception +19

DEFENSE
AC 31, touch 17, flat-footed 24
(+8 armor, +6 dex, +1 dodge, +1 natural, +5 shield)
hp 104 (16d8+16+16fc)
Fort +6, Ref +14, Will +5
Defensive Abilities improved evasion, improved uncanny dodge, slippery mind, trapfinding, trap sense +5, uncanny dodge; Immune Sleep inducing spells, poisons and effects; Resist Cold 10, Fire 10
Weakness Rust Vulnerability

OFFENSE
Spd 40 ft.
Melee +3 shocking burst rapier +20/+15/+10 (1d6+4+1d6 electric; 16-20/x2 +1d10 electric)
Ranged +2 composite shortbow [+1 str] +18/+13/+8 (1d6+3; 20/x3)
Special Attack sneak attack +8d6 plus 8 bleed or -2 str
Spell like abilities (CL 16th)
3/day light

STATISTICS
Str 12, Dex 22, Con 12, Int 14, Wis 10, Cha 12
Base Atk +12; CMB +13; CMD 29
Feats dodge, fleet, improved critical (rapier), improved initiative C, mobility, skill focus (intimidate), spring attack, vital strike, weapon finesse C, weapon focus (rapier)
Skills Acrobatics +27, Appraise +21, Diplomacy +18, Disable Device +25, Escape Artist +27, Intimidate +18, Knowledge (local) +21, Perception +19, Perform (dance) +21, Stealth +35 ; Racial Modifier +2 Acrobatics, +2 Escape Artist. -2 Bluff, -2 Diplomacy, -2 Intimidate, -2 Sense Motive
Languages common, draconic, infernal
SQ Effective Immortality, Fast Stealth, Food Requirement
Ironborn (Acrobat) Enhanced Agility, Enhanced Mobility
Possessions amulet of proof against detection and location, boots of teleportation, 2 immovable rods, +4 mithral chain shirt of improved shadow, +3 rapier of wounding, minor ring of cold resistance, minor ring of fire resistance, +4 wooden buckler, masterwork thieves tools, 600 gp worth of adventuring gear, 7 ,400 gp
*Manual of Quickness of Action +3 Midnight Son has read one such manual and it is calculated into his stats

SPECIAL
Effective Immortality (Ex) Midnight Son does not age and is not subject to aging.
Food Requirement (Ex) Midnight Son requires one quarter of the food typically needed by a medium sized humanoid. All rations last him 4 times as long.
Rust Vulnerability (Ex) Midnight Son suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.

Ability Package
Acrobat:
With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of
agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.


Patience CR 15
Ironborn ranger 16
CG Medium humanoid (ironborn)
Init +6; Senses darkvision 60 ft.; Perception +21

AC 28, touch 16, flat-footed 26 (+9 armour, +4 deflection, +2 Dex, +1 natural, +2 shield)
hp 172 (16d10+80)*
Fort +14, Ref +12, Will +7
Defensive Abilities improved evasion; Immune age, poison, sleep
Weakness rust vulnerability

Speed 30 ft.
Melee +4 evil outsider bane warhammer +22/+17/+12 (1d8+8/x3 plus 2d6 vs. aberrations) plus +3 light spiked shield +21 (1d4+7)
Ranged oathbow +20/+15/+10 (1d8+2/x3)
Special Attacks favoured enemy (aberration +2, dragon +4, fey +2, outsider (evil) +6), quarry
Spells Prepared (CL 13th, concentration +15)
4th—commune with nature
3rd – cure moderate wounds, summon nature’s ally III
2nd—barkskin, protection from energy, spike growth (DC 14), summon nature’s ally II
1st—entangle (DC 13), jump, longstrider, summon nature’s ally I

Str 18, Dex 14, Con 18, Int 10, Wis 14, Cha 10
Base Atk +16; CMB +20; CMD 32
Feats Combat Reflexes, Critical Focus, Diehard, Double Slice, Endurance, Improved Initiative, Improved Shield Bash, Quick Draw, Stand Still, Step Up, Strike Back, Two-Weapon Fighting, Vital Strike
Skills Climb +21, Handle Animal+19, Knowledge (dungeoneering) +19, Perception +21, Stealth +21, Survival +21;
Racial Modifiers -2 to Bluff, Diplomacy, Intimidate, Sense Motive, +2 to Stealth, +4 to Bluff to create a diversion
Languages Common
SQ ability package (shadow friend), camouflage, favoured terrain (cold +2, urban +4, underground +4), hunter’s bond (companions), swift tracker, track +8, wild empathy +16, woodland stride
Possessions +3 light spiked shield, +4 evil outsider bane warhammer, oathbow, +3 elven chain, belt of mighty constitution +6, ioun stone (pearly white), major cloak of displacement, ring of protection +4, ring of invisibility, rope of entanglement, scarab of protection
Wealth Remaining 1,400 gp
* Favoured class bonus added to hit points

SPECIAL
Effective Immortality (Ex) Patience does not age and is not subject to aging.
Food Requirement (Ex) Patience requires one quarter of the food typically needed by a medium sized humanoid. All rations last him 4 times as long.
Rust Vulnerability (Ex) Patience suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half
damage on a successful save.

Ability Package
Shadow Friend:
Your mechanical form was crafted from the solid stuff of shadow contained within a metallic shell. You can command the shadow to seep from your body and cover an area, allowing you to conceal your approach or escape under cover of darkness.
Shadow Master (Primary Ability): You can bind and fold a thick veil of shadowy darkness that cloaks your presence and confuses your enemies. You gain a +2 bonus on all Stealth checks. In addition, you gain a +4 bonus on Bluff checks made to create a diversion that allows you to hide. You create a sudden surge of shadows that allows you to divert your opponent’s attention while you slip into the darkness.
[i[Darkvision (Secondary Ability):[/i] Your close attunement to shadow allows you to see through even the deepest darkness. You gain darkvision
with a range of 60 feet.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The ironborn sound pretty awesome. I'd like to play one of them, if I could. I'm in the Saturday morning game.

Shadow Lodge

Benchak the Nightstalker wrote:
The ironborn sound pretty awesome. I'd like to play one of them, if I could. I'm in the Saturday morning game.

There will likely be 3, maybe 4 ironborn in the group... we all went sort of Metal Mad

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

0gre wrote:
Benchak the Nightstalker wrote:
The ironborn sound pretty awesome. I'd like to play one of them, if I could. I'm in the Saturday morning game.
There will likely be 3, maybe 4 ironborn in the group... we all went sort of Metal Mad

Sweeet

Shadow Lodge

Ok, here is my slow post, if I have a change I'll convert it to the forum but for now here's a google doc link for

Malamanteu Gnome Witch

Shadow Lodge

Benchak the Nightstalker wrote:
0gre wrote:
Benchak the Nightstalker wrote:
The ironborn sound pretty awesome. I'd like to play one of them, if I could. I'm in the Saturday morning game.
There will likely be 3, maybe 4 ironborn in the group... we all went sort of Metal Mad
Sweeet

Queue metal health

Bang your head
Wake the dead
We're all metal mad
It's all you have
So bang your head
And raise the dead
Oh yeah!
Metal Health
It's not too bad
Bad, Bad, Bad

Sovereign Court

0gre wrote:

Ok, here is my slow post, if I have a change I'll convert it to the forum but for now here's a google doc link for

Malamanteu Gnome Witch

I assume it's just a typo, but that link lists her as a 14th level gnome witch. She has 16, HD, so I think the actual levels are just factored in, just the text at the top is wrong. Can you confirm?

Shadow Lodge

Laughing Goblin wrote:
0gre wrote:

Ok, here is my slow post, if I have a change I'll convert it to the forum but for now here's a google doc link for

Malamanteu Gnome Witch

I assume it's just a typo, but that link lists her as a 14th level gnome witch. She has 16, HD, so I think the actual levels are just factored in, just the text at the top is wrong. Can you confirm?

Yeah, I'm propagating a typo. I'll fix it.

Edit: That issue is fixed. Let me know about any others.

Scarab Sages

0gre wrote:
we all went sort of Metal Mad

Army of rust elementals in the module...? hrm?

Dark Archive

Oh man! I would love to play the gnome witch on Saturday morning if nobody else minds too much. Witch is one of my favourite classes ever, and I play a witch in Pathfinder Society, so I have a fair amount of experience with one (my current witch is 7th-level, so a far cry from 16th, but a pretty good start). I love the build of this character, though!

Shadow Lodge

And the cleric of the party:
Iribis Piromo Female Human Cleric

Dark Archive

Also, not sure if the witch stats are still in progress or not, but the DOC seems to be missing most of the build's feats, and I noticed that horrid wilting was prepared but not listed as a spell that the familiar knows, and also that haste is both prepared and known, but not on the witch spell list as far as I know.

Shadow Lodge

Second to last I think?

Grim Human Alchemist

If you guys have questions or see any errors let me know here or let me know. You guys can claim pregens on a first come first serve basis on this thread. I don't even mind if 2 people want to play the same character.

@Benn: You are correct, I'll update the witch's spells. I must have accidentally grabbed haste from another list. Edit: updated

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

After much deliberation, I've decided on Patience, the Ironborn Ranger (provided no one else has any objections?)

Sovereign Court

I'm in the Sunday game, and think I'd prefer to play the Oni caster, Unfettered Sky Cirith.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber

I'd like to play Malamanteu, Gnome Witch, in the Sunday game.

Scarab Sages

I'm playing Saturday morning and first choice is the cleric - next are the ironborn rogue or ranger. I'm totally unfamiliar with a lot of the extra stuff with the half-ogre mage sorcerer and completely unfamilar with the giant jotun thing and the alchemist class.

Questions:

Iribis -

Are you going to have printed out stats for the summon monster spells?

Shadow Lodge

Updated again with feats now. Malamanteu Gnome Witch

Shadow Lodge

Deidre Tiriel wrote:

I'm playing Saturday morning and first choice is the cleric - next are the ironborn rogue or ranger. I'm totally unfamiliar with a lot of the extra stuff with the half-ogre mage sorcerer and completely unfamilar with the giant jotun thing and the alchemist class.

Questions:

Iribis -

Are you going to have printed out stats for the summon monster spells?

I might, we'll see if I have time. To be honest I should have checked her over a little better because with such a large group I don't think it's a good idea to have that much summoning. I'll probably update the spell list again before the con. Planar Ally is almost certainly not going to be there. I'm not sure about SM VII


I'd like to play the Alchemist in the Saturday morning game.

Scarab Sages

Cleric - problems/suggestions

Here are some things I noticed:

blasphemy and death knell are evil spells and she cannot cast them. I suggest Holy Word and an extra bear's endurance in place of these. (since she has incredibly low hit points)

cure spells can be released spontaneously, so I suggest the cure moderate wounds, mass to change to heal.

Question - are these suggested changes acceptable?

Can't wait for Saturday!

Dark Archive

With regard to Malamanteau, I found some other mistakes:

1) Invisibility and wall of stone are not on the witch spell list. May I suggest blindness/deafness and dominate person or cure critical wounds in their places? Or did you mean see invisibility rather than just invisibility?

2) Dispel magic and greater dispel magic appear on her spells known twice each. If you need replacements, may I suggest bestow curse and either slay living or true seeing?

Shadow Lodge

Deidre,

I'll try and get that changed before I print them, if I don't feel free to change that at play time. I have no problems with you changing the spells prepared I just don't want to spend a huge amount of time on it at game time and I want to avoid certain spells (summoning being the biggie).

@ Benn np problem, sounds reasonable.

-- Dennis

Dark Archive

I would LOVE to play the cleric.

Fat Joska would like to play the ironborn rogue.

See ya all tomorrow!


Those who actually attend make sure Ogre gets your email so we can get you some more free stuff.

Steve Russell
Rite Publishing


For those who enjoyed this

It is now available for preorder at the Paizo store

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Yeah, I heard some awesome folks did some awesome art for them minis. Y'all should jump on 'em, like a tiger.

Just sayin'.

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