
PC-4 |

Travvor the Bloody wrote:Yes indeed, I am just hoping I will be able to join, looks as though I was a little slow on taking up this thread.Bromborax wrote:Ready to bust some heads for GORUM!Solarious wrote:Just putting my dot inHere is the OOC Thread.
Well when one of us dies (Not if, WHEN) I think you could prolly switch in.
I know if I die I most likely wont be buying a ress. Unless I somehow have enough money. Which I doubt lol

Jaycen Keenword |

I'll post the ooc thread in a bit, IF you're intrested on the wait list, post there saying so please :-)
Definately interested if there is room. Can also lurk until spot opens.
My concept is a halfling paladin of erastil that specializes in ranged mounted combat with a dog for a bonded mount. the crux of this character is the bad habit he picked up as slave working various flayleaf farms in his youth. Hopelessly addicted to the pipe, he often must use his mercy ability to cure his disease, a minor setback in his eyes as he views the effects of the drug as a blessing of Erastil.Lord Meadowlark STILL A WIP ;)

Poor Wandering One |

Well if you are open to suggestions. Perhaps as characters die their player drops to position 6 on the wait list and the player at position 1 on that list get's to play. Repeat as needed.
This way the players have a motivation to stay alive and the waitlisted have a motivation to follow the thread. I would also recommend allowing the waiting folks to make OOC comments. The players get a feel of the audience that way. You could even give the waiting hero points equal to their position in line. Last person gets 6 first only 1. They can spend these for the active players OR FOR THE TRAPS/MONSTERS. Call these peanut points as they come from the peanut gallery.
Off the cuff guidelines.
Only one peanut point can be used per hero/trap/monster per round.
If more than one person tries to effect the same target in the same round the person closer to the front of the waitlist wins.
Peanut points refresh when and only when the order of the list changes.
Players or waitlistees dropping out will be treated as a death with the wait list changing accordingly. New players can be added to the waitlist at DM whim. Order of placement and movement on the list also at DM whim.
All waitlisted persons should have full characters ready in case of a TPK.
Example: Bob is on position 5 Francine in position 2. Bob has spent 3 of his 5 peanut points while Francine has spent both of hers.
My trapsmith blows a roll and dies in a messy yet comedic fashion mourned by all. Francine now moves to position 1 refreshing her peanut total to 1. Bob moves to position 4 he looses his 2 unspent peanut points but gains 4. I move to the end of the line and gain 6 peanuts as a parting give for exiting the blood soaked samara that is the tomb of horrors.
Thoughts?

Molasbar |

Okay, Molasbar is about ready to go. Quick background and description, clean up the parts of the profile housing the spellbook and equipment (its all there, just not very neat) and assign memorized spells. Whew! Level 10 wizard from scratch is a lot of work! :)

Poor Wandering One |

Okay, Molasbar is about ready to go. Quick background and description, clean up the parts of the profile housing the spellbook and equipment (its all there, just not very neat) and assign memorized spells. Whew! Level 10 wizard from scratch is a lot of work! :)
Your telling me. I'm getting grey hair over a Rouge.
Done and posted soon.
Bromborax |
Molasbar wrote:Okay, Molasbar is about ready to go. Quick background and description, clean up the parts of the profile housing the spellbook and equipment (its all there, just not very neat) and assign memorized spells. Whew! Level 10 wizard from scratch is a lot of work! :)Your telling me. I'm getting grey hair over a Rouge.
Done and posted soon.
Bother I knew I forgot something, need to get some work done on the spellbook. Whoops

markofbane |

Hey does anyone know if Rope Trick is wandable to a high enough level to serve as a refuge to prep spells? I suspect we will need to study/pray at some point and I wand nothing to do with the, presumed, wandering monster table in Tomb.
Yes. The level restriction on wands is the level of the spell, not the level of the caster. So the cost would be 2 x 9 x 750, so 13500 gp. That would be a nine hour duration. Or you can save a little with a wand of Extended Rope Trick, 3 x 5 x 750, for 11250. That actually gets you an extra hour.
Hmm. Making this post pointed out to me that I calculated the cost of one of my wands wrong.

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Ok, both characters are made and looking over them I think I am leaning towards the fighter. I might adjust something here or there, but I could see myself having fun playing either so I thought I would put up their statblocks and get opinions. I've got an idea for the backstory of each, I'll whip it up and put it in a profile for the characters.
Feel free to toss out which one you like better!
Barbarian
Male Human Barbarian 10
CG Medium Humanoid (Human)
Init +3; Senses Perception +13
--------------------
DEFENSE
--------------------
AC 23, touch 15, flat-footed 19. . (+7 armor, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 141 (10d12+60)
Fort +14, Ref +8, Will +5
Defensive Abilities Flesh Wound (1/rage), Guarded Life (10 HP), Improved Uncanny Dodge (Lv >=14), Trap Sense +3; DR 2/—
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Furious Adamantine Greataxe +15/+10 (1d12+7/20/x3) and
. . +1 Silver Dagger +15/+10 (1d4+4/19-20/x2) and
. . Masterwork Cold Iron Lucerne Hammer +15/+10 (1d12+6/20/x2) and
. . Unarmed Strike +14/+9 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 16/18, Dex 14/16, Con 18/20, Int 10, Wis 10, Cha 10
Base Atk +10; CMB +14; CMD 29
Feats Dodge, Extra Rage, Extra Rage Power, Power Attack -3/+6, Raging Vitality, Toughness +10
Skills Acrobatics +15, Climb +11, Escape Artist +2, Fly +2, Intimidate +13, Perception +13, Ride +2, Stealth +2, Survival +13, Swim +11
Languages Common
SQ Fast Movement +10 (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Ioun Torch, No Escape (1/rage) (Ex), Rage (32 rounds/day) (Ex), Weapon Cord
Combat Gear +1 Furious Adamantine Greataxe, +1 Silver Dagger, Masterwork Cold Iron Lucerne Hammer, +1 Fortification, Moderate Mithral Breastplate; Other Gear Amulet of Natural Armor +1, Backpack (empty), Belt of Physical Perfection, +2, Cloak of Resistance, +2, Flint and steel, Ioun Torch, Lantern, bullseye, Oil (1-pint flask) (2), Potion of Blur, Potion of Cure Serious Wounds (4), Potion of Enlarge Person, Potion of Protection From Evil (3), Potion of Restoration, Lesser, Rations, trail (per day), Ring of Protection, +1, Rope, hempen (50 ft.), Torch (2), Waterskin, Weapon Cord, Whetstone
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SPECIAL ABILITIES
--------------------
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flesh Wound (1/rage) (Ex) 1/rage, make a Fort save (DC = damage) to take half-damage from an attack, converting the remainder to non-lethal.
Guarded Life (10 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (32 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Weapon Cord Attached weapon can be recovered as a swift action.
Fighter
Male Human Fighter 10
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
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DEFENSE
--------------------
AC 25, touch 14, flat-footed 23. . (+10 armor, +2 Dex, +1 natural, +2 deflection)
hp 110 (10d10+40)
Fort +10, Ref +5, Will +3
Defensive Abilities Bravery +3
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OFFENSE
--------------------
Spd 30 ft.
Melee +1 Holy Adamantine Greatsword +21/+16 (2d6+14/17-20/x2) and
. . +1 Silver Morningstar +18/+13 (1d8+8/20/x2) and
. . Gauntlet (from Armor) +16/+11 (1d3+6/20/x2) and
. . Masterwork Cold Iron Dagger +17/+12 (1d4+6/19-20/x2) and
. . Unarmed Strike +16/+11 (1d3+6/20/x2)
Ranged Longbow, Comp. (Str +6) +12/+7 (1d8+6/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Flails
--------------------
STATISTICS
--------------------
Str 20/22, Dex 13/15, Con 14/16, Int 12, Wis 10, Cha 10
Base Atk +10; CMB +16; CMD 30
Feats Bloody Assault, Following Step, Furious Focus, Greater Weapon Focus: Greatsword, Improved Critical: Greatsword, Lunge, Power Attack -3/+6, Step Up, Step Up and Strike, Toughness +10, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics -1, Climb +16, Escape Artist -1, Fly -1, Knowledge: Dungeoneering +14, Knowledge: Engineering +14, Ride -1, Stealth -1, Swim +16
Languages Common, Orc
SQ Antitoxin (vial), Armor Training 2 (Ex), Weapon Cord
Combat Gear +1 Holy Adamantine Greatsword, +1 Full Plate, +1 Silver Morningstar, Masterwork Cold Iron Dagger, Longbow, Comp. (Str +6), Arrows, Blunt (20), Arrows (20); Other Gear Acid (flask), Alchemist's fire (flask), Amulet of Natural Armor +1, Antitoxin (vial), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Bladeguard, Caltrops, Everburning torch, Flask, Flint and steel, Mirror, small steel, Oil of Bless Weapon, Potion of Cure Serious Wounds (5), Potion of Displacement, Potion of Enlarge Person (2), Potion of Haste, Potion of Magic Circle Against Evil, Potion of Protection From Evil, Potion of Rage, Potion of Restoration, Lesser, Potion of Water Breathing, Ring of Protection, +2, Rope, silk (50 ft.), Spade or shovel, Thunderstone, Torch, Waterskin, Weapon Cord
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Bravery +3 (Ex) +3 Will save vs. Fear
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lunge -2 to AC for +5' reach
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Training: Blades, Heavy +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Flails +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails

Poor Wandering One |

Ok, both characters are made and looking over them I think I am leaning towards the fighter. I might adjust something here or there, but I could see myself having fun playing either so I thought I would put up their statblocks and get opinions. I've got an idea for the backstory of each, I'll whip it up and put it in a profile for the characters.
Feel free to toss out which one you like better!
Barbarian
** spoiler omitted **...
Speaking as the overly cautious trap smith I would normally vote fighter, this is a very good barbarian build, so either should work. I do have one question though. Given that we are invading a tomb will bloody assault be that useful? I have no idea what will be in this crawl but tombs usually mean undead and constructs. Not things known for bleeding. Just a thought.

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Bloody Assault was one of the feats I was a bit iffy on, but I couldn't come up with something that was definitely better, and I figured when I could use bloody assault it would be nice.
Do you have any other suggestions? Vital strike would only work when I moved and struck(and wouldn't work with step and strike since that is an AOO).
Combat reflexes could let me get additional uses of that power, but it seems like that is going to be few and far between actual use. With improved critical, critical focus could be nice, but I am hoping that my to hit with greater weapon focus and a crazy strength will hold up on its own.
The other thing I was thinking was disruptive, but I don't think that would be useful unless I also took combat reflexes(I could drop toughness to do that). Being able to pursue a mage if he tries to fall back and make him much more likely to fumble a spell has a lot of advantages.
Anyway, thats just me rambling. Happy to have any suggestions on the builds.

Poor Wandering One |

Bloody Assault was one of the feats I was a bit iffy on, but I couldn't come up with something that was definitely better, and I figured when I could use bloody assault it would be nice.
Do you have any other suggestions? Vital strike would only work when I moved and struck(and wouldn't work with step and strike since that is an AOO).
Combat reflexes could let me get additional uses of that power, but it seems like that is going to be few and far between actual use. With improved critical, critical focus could be nice, but I am hoping that my to hit with greater weapon focus and a crazy strength will hold up on its own.
The other thing I was thinking was disruptive, but I don't think that would be useful unless I also took combat reflexes(I could drop toughness to do that). Being able to pursue a mage if he tries to fall back and make him much more likely to fumble a spell has a lot of advantages.
Anyway, thats just me rambling. Happy to have any suggestions on the builds.
well looking at that +3 will save I suggest Iron will. I'd hate to face this fighter due to a simple charm spell. But then I am a rotten optimizer.

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Thats very true and not a bad idea at all. I have a pretty good save vs fear due to bravery, but getting dominated would be pretty terrible(if we see it coming, I have a magic circle potion as well as some protection vs evil, but that requires foresight).
Its good having another set of eyes try and pick out possible weaknesses so I can correct them. I -like- to optimize characters and will do so for fun, but its rare to start a game at higher level and my characters in play tend to grow organically and aren't optimized at all so this is a bit outside my normal zone as well, taking a character for a meatgrinder from concept to actual play.

Rygal Archer |

I feel rather silly now. I'ven't really thought of what kind of debilitating horrors we'll face, not to this depth, which...I'll attribute to my inexperience.
I did, however, prepare a multitude of buffs and curative spells like Remove Disease, Remove Blindness/Deafness, Remove Curse, Break Enchantment, Remove Fear... does anybody want to look over my spells and see if they're good enough for the Tomb of "We're All Going To Die"?

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I think restoration/lesser restoration will be pretty important to help with any stat damage we encounter. In fact, I would go so far as to say it would be good for us to chip in together and make sure you have a wand of lesser restoration available for normal stat damage so you can save a restoration for the heavier stuff the wand couldn't take care of.

Poor Wandering One |

I feel rather silly now. I'ven't really thought of what kind of debilitating horrors we'll face, not to this depth, which...I'll attribute to my inexperience.
I did, however, prepare a multitude of buffs and curative spells like Remove Disease, Remove Blindness/Deafness, Remove Curse, Break Enchantment, Remove Fear... does anybody want to look over my spells and see if they're good enough for the Tomb of "We're All Going To Die"?
One thing too consider. I am not that familiar withe the cleric spell list but a way to safely rest could be vital. Rope trick is perfect but a spell to seal a door or guard an area or even leave a long duration trap to alert us the baddies are coming would be handy. I know we are doing this whole run in rounds but there is no way we will make it through the whole thing in one go.

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Alright, taking the suggestion above to heart I readjusted my feats a bit to pick up iron will and improved iron will since that will shore up my big weakness.
Here is the stat block for the character as I see him finished, ready for DM approval or adjustment. Today ended up being pretty hectic for me so I didn't get a chance to write up his bio, but I'll have that as well as my profile done early tomorrow.
Male Human Fighter 10
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 25, touch 14, flat-footed 23. . (+10 armor, +2 Dex, +1 natural, +2 deflection)
hp 110 (10d10+40)
Fort +10, Ref +5, Will +5
Defensive Abilities Bravery +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Holy Adamantine Greatsword +21/+16 (2d6+14/17-20/x2) and
. . +1 Silver Morningstar +18/+13 (1d8+8/20/x2) and
. . Gauntlet (from Armor) +16/+11 (1d3+6/20/x2) and
. . Masterwork Cold Iron Dagger +17/+12 (1d4+6/19-20/x2) and
. . Unarmed Strike +16/+11 (1d3+6/20/x2)
Ranged Longbow, Comp. (Str +6) +12/+7 (1d8+6/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Flails
--------------------
STATISTICS
--------------------
Str 20/22, Dex 13/15, Con 14/16, Int 12, Wis 10, Cha 10
Base Atk +10; CMB +16; CMD 30
Feats Following Step, Furious Focus, Greater Weapon Focus: Greatsword, Improved Critical: Greatsword, Improved Iron Will (1/day), Iron Will, Power Attack -3/+6, Step Up, Step Up and Strike, Toughness +10, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics -1, Climb +16, Escape Artist -1, Fly -1, Knowledge: Dungeoneering +14, Knowledge: Engineering +14, Ride -1, Stealth -1, Swim +16
Languages Common, Orc
SQ Antitoxin (vial), Armor Training 2 (Ex), Weapon Cord
Combat Gear +1 Holy Adamantine Greatsword, +1 Full Plate, +1 Silver Morningstar, Masterwork Cold Iron Dagger, Longbow, Comp. (Str +6), Arrows, Blunt (20), Arrows (20); Other Gear Acid (flask), Alchemist's fire (flask), Amulet of Natural Armor +1, Antitoxin (vial), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Bladeguard, Caltrops, Everburning torch, Flask, Flint and steel, Mirror, small steel, Oil of Bless Weapon, Potion of Cure Serious Wounds (5), Potion of Displacement, Potion of Enlarge Person (2), Potion of Haste, Potion of Magic Circle Against Evil, Potion of Protection From Evil, Potion of Rage, Potion of Restoration, Lesser, Potion of Water Breathing, Ring of Protection, +2, Rope, silk (50 ft.), Spade or shovel, Thunderstone, Torch, Waterskin, Weapon Cord
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +3 (Ex) +3 Will save vs. Fear
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Training: Blades, Heavy +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Flails +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails

Ernst "Love" Lowfield |

Poor Wandering One here.
Ernst is done but the profile is taking some time.
Sorry.
On the good side. Ernst is looking good. While I can't guarantee we won't have to worry about traps and locks and things. I can say we'll give them a run for their money.
Had to miss out on the magic item that makes traps weep though. I just could not afford the decanter of endless water, sigh. Best trap trigger in the world, 30 gallons a min from the other side of the room.

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Max HP first lvl,
Here is the In game Thread!
The group we have sofar.
The Party currently outside the Tomb:
Patcher: (Cleric)
Poor Wandering One: Trapsmith (rogue)
Stomphoof: Travvor the Bloody, (Inquisitor)
Tarlane: (fighter/ barbarian)
Roidrage: (Alchemist)
markofbane: (wizard)
Wait list
Monkeygod: Rogue
angryscrub: ?
Jaycen Keenword: paladin
Ekeebe: fighter
Jestem: Wizard

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and also keep in mind that angryscrub is no longer a question mark. arnoldo is basically done. just dithering on a couple of equipment choices.
Updated Party.
Patcher: Rygal Archer, Cleric
Poor Wandering One: Ernst "Love" Lowfield, rogue(Trapsmith)
Tarlane: Un-named(fighter/ barbarian)
Roidrage: Keggan Brewhammer, Alchemist
markofbane: Molasbar, Wizard
Monkeygod: Rogue
Updated Waitlist
angryscrub: Arnoldo Garwilliger, Oracle
Jaycen Keenword: Lord Meadowlark, Paladin
Ekeebe: fighter
Jestem: Bromborax, Wizard
Sigz: Alumiel , Bard/Fighter/Eldrich Knight
All of you guys still here?
Monkey god was on the top of the list, we'll goive him until you guys find the entrance to the tomb, before we drop him.

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Poor Wandering One here.
Ernst is done but the profile is taking some time.
Sorry.On the good side. Ernst is looking good. While I can't guarantee we won't have to worry about traps and locks and things. I can say we'll give them a run for their money.
Had to miss out on the magic item that makes traps weep though. I just could not afford the decanter of endless water, sigh. Best trap trigger in the world, 30 gallons a min from the other side of the room.
Do you Mind selecting a Pic for your Character? this way i can use it as your Marker on the maps. Thanks!

Poor Wandering One |

Ernst "Love" Lowfield wrote:Do you Mind selecting a Pic for your Character? this way i can use it as your Marker on the maps. Thanks!Poor Wandering One here.
Ernst is done but the profile is taking some time.
Sorry.On the good side. Ernst is looking good. While I can't guarantee we won't have to worry about traps and locks and things. I can say we'll give them a run for their money.
Had to miss out on the magic item that makes traps weep though. I just could not afford the decanter of endless water, sigh. Best trap trigger in the world, 30 gallons a min from the other side of the room.
Got it. Posting from work for the next hour and a half. Profile will be online after that.

Ernst "Love" Lowfield |

I hope you all don't mind love taking charge a bit here at the start. Rest assured I won't try to force you to do things my way.
It's just a very good idea to have an organized party for a crawl like this.
On that note I really hope tarlane and monkeygod show up. Love could use the combat support.