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Dark Archive

alright, i will say that before the game starts i'll go over all the characters and i'll also give extra information on the plane and its current ruler


Pathfinder Adventure Path Subscriber

I this this idea is great and I'ld like to take a stab at this:

Lady Clease:

Lady Clease, The Vitriolic Baroness
LORDS OF THE ABYSS

Appearance: At first, she could pass as human but as she comes into the light her mauve skin-tone and flashing onxy eyes betray her lower planes origins. Tall, statuesque beauty, but not of the seductive kind – the Lady Clease was made to rule. Cruel, arogant, and a tongue like acid – she never the less manages to command small armies of devoted servants.

Lady Clease, The Vitriolic Baroness
Domains: nobility and protection (defense)
Demon Summoner (Broodmaster, Master Summoner) 5
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +20

DEFENSES
AC 33, touch 15, flat-footed 18 (10 +5 Dex +18 Natural Armor Bonus)
hp (15d8 + 5d8); fast healing 1
Fort +10, Ref +15, Will +11 +4 resistance bonus to all saves
Defensive Abilities evasion, improved evasion, devotion; DR 5/lawful; Immune acid, electricity, poison; Resistance acid 10, cold 10, fire 10

OFFENSE
Speed 30 ft
Melee
2 claws +20 (1d6+6 plus 1d6 Acid)
1 bite +20 (1d6+6 plus 1d6 Acid)
Ranged
Special Attacks
Spell-like Abilities (CL 15th, concentration +17)
at will inspiring command [6 allies]
aura of protection [15 rounds] (+2 deflection bonus to AC, resistance 10)
3/day Acidic Tongue – breath acid in 60 ft line
3/day bless, shield
3/day enthrall, barkskin
3/day prayer, protection from energy
3/day discern lies, spell immunity
3/day greater command, spell resistance
3/day brilliant inspiration, antimagic field
3/day repulsion, deflection
3/day demand, mind blank
1/day Deflection Aura
Spells Known (CL 5th, concentration +14)
2nd (5/day) – Summon Eidolon, Lesser Restore Eidolon, Lesser Evolution Surge
1st (7/day) – Lesser Rejuvenate Eidolon, Corrosive Touch, Ray of Sickening, Reduce Person
0 (at will) – Acid Splash, Arcane Mark, Detect Magic, Guidance, Message, Read Magic
Evolutions 26 Evolution Pool
Charisma Increase [8]: Increase Charisma score +8
Breath Weapon [6]: 3/day Breath Acid 60 ft line: Reflex for ½ damage (DC 17+Con mod)
Fast Healing [4]: Fast Healing 1
Damage Reduction [3]: DR 5/Lawful
Energy Attacks [2]: Acid +1d6 to attacks
Immunity [2]: Immune to Acid
Improved Damge [1]: Claws 1d6
Bite [1]: Bite 1d6
Eidolon Abilities
maximum of 7 natural attacks

STATISTICS
STR 21, DEX 20, CON 10, INT 12, WIS 15, CHA 28
Base Atk +17, CMB +22, CMD 37/FL 32
Feats Allied Cohort (Rite Publishing), Antagonize, Augument Summoning B, Craft Wondrous Creature (Open Design), Extra Evolution, Leadership D, Multi-attack D, Provoke (Open Design), Resilient Eidolon, Simple Weapon Proficiency, Spell Focus (Conjuration), Summoner's Call
[D – Domain, B – Bonus]
Traits Natural-Born Leader, Diabolical Dabbler
Skills bluff [+27/15], diplomacy [+27/15], intimidate [+27/15], knowledge (arcane) [+10/6], knowledge (nature) [+10/6], knowledge (religion) [+10/6], knowledge (arcane) [+10/6], perception [+20/15], sense motive [+20/15], spellcraft [+10/6], use magic device [+27/15]
Languages abyssal, celestial, common, and draconic; Telepathy 100 ft
SQ Lesser Eidolon Brood, Brood Link, Summoning Mastery, Augment Summoning, Summon Monster II, summon Monster III

Eidolon 1
CE Small outsider
Init +X; Senses darkvision 60 ft; Perception +X

DEFENSE
Speed 30 ft
AC 16, touch 13, flat-footed 14 (+3 natural, +2 Dex, +1 size +1)
hp (1d8)
Fort +3, Ref +5, Will +0

OFFENSE
Speed 30 ft
Melee 1 claw +4 (1d4+1 plus 1d6 acid)

STATISTICS
STR 12, DEX 15, CON 11, INT 7, WIS 10, CHA 11
Base Attack +1; CMB +2; CMD 13/12 FL
Feat none
Skills bluff +4, intimidate +4, perception +4, use magic device +4, stealth +6
Languages abyssal, celestial, draconic
SQ evasion

Eidolon 2
CE Small outsider
Init +X; Senses darkvision 60 ft; Perception +X

DEFENSE
Speed 30 ft
AC 16, touch 13, flat-footed 14 (+3 natural, +2 Dex, +1 size)
hp (1d8)
Fort +3, Ref +5, Will +0

OFFENSE
Speed 30 ft
Melee 2 claws +5 (1d4+1 plus 1d6 acid)

STATISTICS
STR 13, DEX 14, CON 11, INT 7, WIS 10, CHA 11
Base Attack +1; CMB +2; CMD 13/12 FL
Feat Weapon Focus (Unarmed Strike/Claws)
Skills bluff +4, intimidate +4, perception +4, use magic device +4, stealth +6
Languages abyssal, celestial, draconic

Her Eidolon's look like small versions of herself. And for the two cohorts I was wondering about a Half-Fiend Neirid (CR 13)and Entropic Fiendish Neirid (CR 12), or is their a different plan for cohorts?

I know I still need to spend my 12,000 gp, but would greatly appreciate any feedback, thank you.

Dark Archive

so far it looks fine (though i've only glanced at it) as for cohorts that i haven't decided on yet


@Nephistal - No harm done, water under bridges and all that jazz...by all means take it apart and let me know if there are any more mistakes. The more I go over it I notice little mistakes here and there and have adjusted accordingly. Still a work in progress.

One question I would like some clarification on is attack damage. Primary attacks do STR + 1/2 and Secondary attacks do 1/2 STR? Am I reading that right? Is it just the first attack that foes STR + 1/2 or is that only if I do one attack by itself? What then do all the other primary attacks do Dam + STR?

Still some confusion on my end about that.


Dimmuborgir wrote:

One question I would like some clarification on is attack damage. Primary attacks do STR + 1/2 and Secondary attacks do 1/2 STR? Am I reading that right? Is it just the first attack that foes STR + 1/2 or is that only if I do one attack by itself? What then do all the other primary attacks do Dam + STR?

Still some confusion on my end about that.

I think I found the answer to that one in the eidolon info. Looks like if I only had one attack it would be STR+1/2. But since I have mire than that it's just STR.

Adjusted accordingly in profile.


Dimmuborgir:

A few other things I have spotted.
Offense: Pincers are secondary attacks so you need to take -2 on the attack and reduce the str dmg bonus to 1/2. (I was looking at doing Pincers instead of Claws until I saw they were secondary)
CMB (Grapple): Not sure where your 44 is coming from. Although it looks like Pincers grant a bonus on grapple it only comes into effect if you have taken the "Grab" evolution. Your CMB Grapple should not be any different from your normal CMB.
Feats:
1)You are short 1 feat as it looks like you have counted Multi-Attack as a feat choice but it is a bonus feat granted by the Eidolon levels.
2)Critical Focus: not sure how useful this is with all of your attacks only having a "20" crit range.
3)You might want to think about getting Improved Natural Attack with whichever attack you would be using with Flyby Attack and your Vital Strike tree. An increase of 1d6 on the bite for example adds an extra 4d6 dmg on a Greater Vital Strike attack.


Nephistal wrote:
** spoiler omitted **

Funny. I just adjusted everything you mentioned while you were typing. I took the extra feats I needed, checked the CMB and I could have swore I ran that number three times and came up with a 44 but this time it was 37.. I wasn't adding the pincers. I did take Improved Natural Attack. I will definitly drop Critical Focus (Apparently I was still thinking in the terms of a 5 level fighter). And good catch on the pincers, I didn't even notice that it said it was secondary.


Dimmuborgir wrote:
Nephistal wrote:
** spoiler omitted **
Funny. I just adjusted everything you mentioned while you were typing. I took the extra feats I needed, checked the CMB and it accurate. I wasn't adding the pincers. I did take Improved Natural Attack. I will definitly drop Critical Focus (Apparently I was still thinking in the terms of a 5 level fighter). And good catch on the pincers, I didn't even notice that it said it was secondary.

CMB: 38 (+20 Bab, +15 Str, +2 Siz, +1 Fighter {assuming you take Natural Weapons as your Weapon Training})

Am I missing something else?


Nephistal wrote:
Dimmuborgir wrote:
Nephistal wrote:
** spoiler omitted **
Funny. I just adjusted everything you mentioned while you were typing. I took the extra feats I needed, checked the CMB and it accurate. I wasn't adding the pincers. I did take Improved Natural Attack. I will definitly drop Critical Focus (Apparently I was still thinking in the terms of a 5 level fighter). And good catch on the pincers, I didn't even notice that it said it was secondary.

CMB: 38 (+20 Bab, +15 Str, +2 Siz, +1 Fighter {assuming you take Natural Weapons as your Weapon Training})

Am I missing something else?

No your right I just edited my previous post. You just beat me to the punch. I didn't even think about the Fighter Weapon Training...Damn, this is getting to be a chore. Wore out half my iPhone battery already. This would all be so much easier if I could open up more than one window to view at a time.


Dimmuborgir wrote:

No your right I just edited my previous post. You just beat me to the punch. I didn't even think about the Fighter Weapon Training...Damn, this is getting to be a chore. Wore out half my iPhone battery already. This would all be so much easier if I could open up more than one window to view at a time.

If you are taking Natural Weapons as your Fighter Weapon Training you will get an additional +1 to hit and dmg on all your attacks.

AC: Although it doesn't change your AC, your Natural Armor should be only +5 and your Size penalty should only be -2.

I tried doing some of this on the iPhone and I just found it to be too much trouble. I only use it for easy updates, the rest I save for my desktop.

ulgulanoth:

I am wondering about the one thing we will be missing but all demons (less Dretch and Quasit of course) have, that is Greater Teleport (Self +50lbs). I would think that this would be just a given considering we are to become Demon Lords. What are your thoughts on this?


Ulgulanoth: Just a minor mechanics thing but because of the level and damage potential of every hit are you going to be using the Massive Damage Fortitude Save? 50 points is a guarantee for me on any crit and I assume that a lot of others won't be far off that. I just would hate to have to roll the save every time there is a big hit and hoping that the dreaded "nat 1" doesn't appear and kill me outright.


My apologies for taking a while to post my proposed build. I'll put it up in my profile in just a bit.


HP Rolls and DM Notes:

1d10 ⇒ 4
1d10 ⇒ 3
1d10 ⇒ 2
1d10 ⇒ 6
1d10 ⇒ 10
1d10 ⇒ 2
1d10 ⇒ 10
1d10 ⇒ 9
1d10 ⇒ 3
1d10 ⇒ 4
1d10 ⇒ 2
1d10 ⇒ 6
1d10 ⇒ 5
1d10 ⇒ 1
1d10 ⇒ 6
max hit points for class level 1 = 8
1d8 ⇒ 8
1d8 ⇒ 7
1d8 ⇒ 3
1d8 ⇒ 6

Re-roll1d10 ⇒ 9
Ulgulanoth:
Note one of my feats is from 3.5 and is subject to your approval. I am interested in having some way to defeat the "Sorry, but my 3-4 evolution points deny all possibility of hiding" blindsense/blindsight, even if it isn't a sure thing.

I also picked up Master of the Ledger in the hopes of playing the planar markets to raise capital for my eventual take-over. You've made clear that the campaign may or may not allow such endeavors to bear fruit, so I enter into such territory well-informed and aware of my prospects for catastrophic failure. I may pick up Black Market Connections for similar reasons.

Dark Archive

Right
1)Fair point, everyone will get greater teleport (self only +50lb of equipment) at will
2)We won’t be using the massive damage mechanic (no need to over complicate things)
Caepio, which was your character again?


Character Options:

I have two characters worked out, either of which would be good fun. One is the serpentine abyssal broker (Memory and Trade). The other is an aquatic creature (Construct and Nightmare) that relies less on working behind the scenes, so I offer it as an alternative in case you have concerns about the first option. Far less fleshed out is a quadruped of irresponsibility and willful ignorance (Liberation and Loss). The character sheet for the first option is in my profile under a spoiler of "Abyssal PbP Contender" or somesuch. I can put up at least one of the others later today.

While at-will teleportation is grand, it does make my choice of the travel domain considerably less substantial by upstaging 3-4 spells in the domain list.


The list of potential characters I can piece together so far.
Nephistal
Dimmuborgir
Caepio Alazario (needs to choose character)
Lak'ni'thran
Retech
Sicsivicus
Lady Clease

Is everyone still on board and interested? Are characters finalized? Pretty sure that mine is complete and accurate.

Ulgulanoth, what kind of timeline are we looking at before starting?

Dimmuborgir:
Spotted one more thing, looks like you haven't taken the size penalty on your attacks. (+20 Bab, +15 Str, +1 Ftr, -2 Siz = +34)

Dark Archive

i think we should have started by monday, hopefully before then


I know you were looking for 3-5 players. Are you still sticking with that and if so, how will you be thinning the potentials?


If there is room for one more this might be fun.


im still interested i just havent had time to finish crunching the insane amount of numbers it requires for this build. hopefully i'll be done thursday or so.


Sicsivicus wrote:
im still interested i just havent had time to finish crunching the insane amount of numbers it requires for this build. hopefully i'll be done thursday or so.

Tell me about it. This thing is ridonkulis to put together.


Dimmuborgir wrote:
Sicsivicus wrote:
im still interested i just havent had time to finish crunching the insane amount of numbers it requires for this build. hopefully i'll be done thursday or so.
Tell me about it. This thing is ridonkulis to put together.

But a fun challenge. I had never even thought of using the eidolon rules in character building before.


Indeed.

Roll for Hit points

20d10 + 80 + 5 ⇒ (10, 1, 2, 4, 2, 4, 7, 5, 3, 6, 3, 7, 5, 2, 2, 3, 6, 10, 7, 4) + 80 + 5 = 178

reroll 1

177 + 1d10 ⇒ 177 + (3) = 180

GRRRR!

I just spent an hour or better creating my profile and when i hit save changes i got an error message. <thumbsdown!>


Nephistal wrote:
Dimmuborgir wrote:
Sicsivicus wrote:
im still interested i just havent had time to finish crunching the insane amount of numbers it requires for this build. hopefully i'll be done thursday or so.
Tell me about it. This thing is ridonkulis to put together.
But a fun challenge. I had never even thought of using the eidolon rules in character building before.

Oh yeah, don't get me wrong. I'm looking forward to it. It's gonna be epic! But at this point I don't even bother checking my sheet anymore. I just change what you tell me. LOL.

Dark Archive

Nephistal wrote:
I know you were looking for 3-5 players. Are you still sticking with that and if so, how will you be thinning the potentials?

i'm not going to keep to it if (i don't like saying to people "your consept is not good enough for the game")

seekerofshadowlight- sure, but get your character done by saturday


ok I think Im done. Id appreciate any proofing that needs to be done. Thats alot of math!


Sicsivicus:
Well I might as well make a note of a few things I spotted on initial glance over.

Attacks: Primary (+20 Bab, +14 Dex, +1 Ftr, -1 Siz = +34) - Secondary -2 on that.
Damage: Add your Natural Savagery damage bonus (+1) to all natural attacks. Tentacles do only 1/2 str bonus to dmg (+4 str, +1 Ftr).
Evolutions: Reach applies to only 1 attack not all attacks of a certain type, so only 1 tentacle would have reach. Might be better to have Reach go on your bite.
Feats: Improved Grapple requires Improved Unarmed Strike as a prerequisite.


^thank you Nephistal! Id originally set up to go Monk until I remembered that silly lawful alignment requirement. Changes made.


Yeah, I looked at monk too before the alignment thing got in the way.

Sicsivicus:

Evolutions: Just something I would do with the character, especially now that you have a reach bite attack is try and get the Trip evolution. It is a 2 pointer (so you would have to find a couple of points) but the bite is your primary attack. Any bite becomes a potential trip for free.
Bite: Base dmg on the bite should be 2d6 not 1d10.
Saves: Will save should have another +1 to it as the Eidolon bad saves is +5 not +4.


The saga continues...Okay made a few updates. Changed my physical description (fluff), finally started spending my money. And in an effort to get things finished quickly I just copied and pasted my Domains up there to get something "on paper", I am gonna take a little time tonight and look em' over and make my final decisions on that. Hope to have them posted by tonight. Got to wait till I get home so I can copy and paste easier. No way I'm typing all that.


Ulgulanoth:
A question about Grab and multiple attacks in a round. If I have 6 attacks in a round, all with Grab, do I complete all attacks before making the grapple checks or do I make the grapple check on each attack as it goes and if the grab succeeds I forfeit all other attacks in favour of the grapple?

Dark Archive

Nephistal

Spoiler:
do the attacks first then make the grapple checks


I went back thru and made some changes and fixed some mistakes and set up an alias. Definately still interested!


I thought the alignment restrictions on domains were removed in Pathfinder?

Dark Archive

nope, there still there


I made several changes, so new hitpoint roll.

Hitpoint rolls:

d8 + 10

1d8 + 10 ⇒ (4) + 10 = 14
1d8 + 10 ⇒ (5) + 10 = 15
1d8 + 10 ⇒ (4) + 10 = 14
1d8 + 10 ⇒ (3) + 10 = 13
1d8 + 10 ⇒ (6) + 10 = 16
1d8 + 10 ⇒ (4) + 10 = 14
1d8 + 10 ⇒ (8) + 10 = 18
1d8 + 10 ⇒ (6) + 10 = 16
1d8 + 10 ⇒ (5) + 10 = 15
1d8 + 10 ⇒ (1) + 10 = 11
1d8 + 10 ⇒ (8) + 10 = 18
1d8 + 10 ⇒ (8) + 10 = 18
1d8 + 10 ⇒ (2) + 10 = 12
1d8 + 10 ⇒ (8) + 10 = 18
1d8 + 10 ⇒ (1) + 10 = 11
1d8 + 10 ⇒ (4) + 10 = 14
1d8 + 10 ⇒ (6) + 10 = 16
1d8 + 10 ⇒ (2) + 10 = 12

Rerolls:

1d8 + 10 ⇒ (2) + 10 = 12
1d8 + 10 ⇒ (1) + 10 = 11

Rerolls to rerolls:

1d8 + 10 ⇒ (1) + 10 = 11

Rerolls to rerolls to rerolls

1d8 + 10 ⇒ (1) + 10 = 11

Rerolls to rerolls to rerolls to rerolls

1d8 + 10 ⇒ (7) + 10 = 17


Ulgulanoth:
Given that everyone can now teleport, should I abandon the Travel Domain (as at-will teleportation for all makes that character look like a demon with a ring of electricity resistance), or do we want to tweak it a bit to make it slightly more relevant?

I am quite happy with both of the characters presented in my profile. #1 is the vizier who looks like a centipede with a hyena-like head and atrophied arms that are kept retracted when moving. We've discussed his potential pitfalls. #2 looks more like a lionfish spine-covered deep sea angler fish, whose tentacle lure is capable of fine manipulation. Her study of otherworldly architecture has driven her a little crazy - even for a demon - but the insights she's gleaned allow her to redirect her insane discoveries at foes. Conquering an abyssal layer would give her a gallery to store her work, a source of planar energy to explore greater swaths of the multiplanar periphery, and the satisfaction of earning what was promised to her in various runes she may or may not have deciphered properly.

If you want me to submit only one choice, I can make that choice. In the meantime, you are welcome to select the one with which you are most comfortable.


I've completed the character sheet for my character. I will still need to write up the sheet for my most important cohort, and the rest of my characters will generally be the same (since a hundred sheets for a hundred followers is not exactly entertaining to make).

Retech:

Retech
Female Young Advanced Drunk Ghostly Demon Name Cleric 3 | Eidolon 15 | Witch 1 [True Neutral] DESCRIPTION
Age ____________________
Looks ______ hair, ______ eyes
Height/Weight ______ tall, _____lbs. (Medium)
Homeland ____________________
Deity ____________________
Campaign ____________________
Representing Retech
STRENGTH 10 (+0) HIT POINTS
HP 319
Current HP

DEXTERITY 36 (+13)
CONSTITUTION None
INTELLIGENCE 11 (+0)
WISDOM 20 (+5)
CHARISMA 38 (+14)

Initiative +13 = 9 [Dex] +4 [Improved Initiative]
Action Points (Lifetime) 23
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +13 = DEX 13+0+0
Appraise +0 = INT 0+0+0
Bluff +14 = CHA 14+0+0
Climb* +0 = STR 0+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Diplomacy +14 = CHA 14+0+0
Disable Device*† +13 = DEX 13+0+0
Disguise +14 = CHA 10+0+0
Escape Artist* +13 = DEX 13+0+0
Fly* +13 = DEX 13+0+0
Handle Animal† +14 = CHA 14+0+0
Heal +5 = WIS 5+0+0
Intimidate +14 = CHA 14+0+0
K (Arcana)† +0 = INT 0+0+0
K (Dungeoneering)† +0 = INT 0+0+0
K (Engineering)† +0 = INT 0+0+0
K (Geography)† +0 = INT 0+0+0
K (History)† +0 = INT 0+0+0
K (Local)† +0 = INT 0+0+0
K (Nature)† +0 = INT 0+0+0
K (Nobility)† +0 = INT 0+0+0
K (Planes)† +0 = INT 0+0+0
K (Religion)† +0 = INT 0+0+0
Linguistics† +0 = INT 0+0+0
Perception +24 = WIS 5+19+0
Perform +14 = CHA 14+0+0
Perform +14 = CHA 14+0+0
Profession† +5 = WIS 5+0+0
Profession† +5 = WIS 5+0+0
Ride +13 = DEX 13+0+0
Sense Motive +5 = WIS 5+0+0
Sleight of Hand*† +13 = DEX 13+0+0
Spellcraft† +22 = INT 0+19+3
Stealth* +13 = DEX 13+0+0
Survival +5 = WIS 5+0+0
Swim* +0 = STR 0+0+0
Use Magic Device† +14 = CHA 14+0+0

* Armor Check Penalty 0
† Trained Only
EQUIPMENT

NOTES

Base Speed [ 30 (6 sq.) ]

AC [43] = 10 +13 [Dex] +20 Natural Armor
Touch AC [19] Flat-Footed [10]
BASE ATTACK BONUS +14
Basic Melee Attack +14
Basic Ranged Attack +23
FORTITUDE SAVE +26 = 12 [base] +14 [Cha]
REFLEX SAVE +23 = 10 [base] +13 [Dex]
WILL SAVE +16 = 11 [base] +5 [Wis]

CMB +13 = 13 [BAB] +0 [Str] +0 [size]
CMD +36 = 13 [BAB] +0 [Str] +13 [Dex] +0 [size] + 10

FEATS
Augment Summoning
Superior Summoning
Extra Hex
Leadership
Moonlight Summons
Spell Focus
Starlight Summons
Sunlight Summons
Empower Spell
Extra Cohort

TRAITS
Reactionary
Magical Lineage
CARRYING CAPACITY
Light Load: 33lbs.
Medium Load: 66lbs.
Heavy Load: 100lbs.
Lift Over Head: 100lbs.
Lift Off Ground: 200lbs.
Push or Drag: 500lbs. LANGUAGES
Common
Cleric Spells Per Day
Level 1 3 + 2 [Wis] + 1 [Domain]
Level 2 2 + 1 [Wis] + 1 [Domain]

SPECIAL ABILITIES
Other Race Name
Racial Abilities:
Cleric
Aura
Domains []
Orisons
Channel Energy 2d6

EXPERIENCE POINTS 0

Immune to: Acid, Cold, Fire, Sonic, Electric, Poison
Natural Armor: 20
Ability score modifiers: +12 Strength, +20 Dex, +2 Con, +0 Intelligence, +4 Wisdom, +12 Cha
Middle Aged: +1 Mental, -1 Physical
Telepathy 100 ft
Chaotic + Evil weapons
Evasion
Improved Evasion
Darkvision
Devotion (+4 Will vs Enchantment)
Multiattack
Spell Resistance 30
Ghost abilities

Dark Archive

Caepio

Spoiler:
yes i'd recomend taking a different domain

Dark Archive

Retch

Spoiler:
what CR is that cohort? cause it looks kinda over the top, take into acount that the ediolon levels will make it at least CR15 on their own


That is my character. I am whipping up my cohort right now. :)

That is CR 20, made up of 15 Eidolon hitdice, 4 cleric hitdice, and then one for level adjustment.

Dark Archive

ah, Retech, no templates....


On my character or no templates, period?

Dark Archive

no templates period (well i may allow 1 or 2 on a standard monster for a cohort at most)


Uh, can I have a limit? Let's say, two templates max for a cohort?

I am currently in the middle of character creation, so I'd like to know. :)

Dark Archive

alright 2 templates max, and no template more than +1


On the subject of templates, I would recommend employing weakening templates (those that subtract from the creature's CR) only under special, well-reasoned circumstances. While I support your creative design process, I was uncomfortable with your earlier combination of the Young template with the Advanced template; the combination nets you 20 ability points with almost no drawback (a single decrease in size), much less CR adjustment. Likewise, there is something unsettling about creating a perpetually drunk creature if it will simply become a ghost (immune to the sickened condition).


Cohorts:

The Right-Hand Woman

Female Young Advanced Human Wizard 17 | [Lawful Evil] Description
Hit Points
HP 102
Current HP

Strength 6 (-2)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 18 (+4)
Wisdom 21 (+5)
Charisma 28 (+9)

Initiative +3 = 3 [Dex]
Action Points (Lifetime) 21
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +3 = DEX 3+0+0
Appraise +4 = INT 4+0+0
Bluff +9 = CHA 9+0+0
Climb* -2 = STR -2+0+0
Craft +4 = INT 4+0+0
Craft +4 = INT 4+0+0
Craft +4 = INT 4+0+0
Diplomacy +26 = CHA 9+17+0
Disable Device*† +3 = DEX 3+0+0
Disguise +9 = CHA 9+0+0
Escape Artist* +3 = DEX 3+0+0
Fly* +23 = DEX 3+17+3
Handle Animal† +9 = CHA 9+0+0
Heal +5 = WIS 5+0+0
Intimidate +9 = CHA 9+0+0
K (Arcana)† +24 = INT 4+17+3
K (Dungeoneering)† +24 = INT 4+17+3
K (Engineering)† +8 = INT 4+1+3
K (Geography)† +8 = INT 4+1+3
K (History)† +24 = INT 4+17+3
K (Local)† +24 = INT 4+17+3
K (Nature)† +8 = INT 4+1+3
K (Nobility)† +8 = INT 4+1+3
K (Planes)† +24 = INT 4+17+3
K (Religion)† +8 = INT 4+1+3
Linguistics† +24 = INT 4+17+3
Perception +6 = WIS 5+1+0
Perform +10 = CHA 9+1+0
Perform +10 = CHA 9+1+0
Profession† +9 = WIS 5+1+3
Profession† +9 = WIS 5+1+3
Ride +4 = DEX 3+1+0
Sense Motive +6 = WIS 5+1+0
Sleight of Hand*† +4 = DEX 3+1+0
Spellcraft† +24 = INT 4+17+3
Stealth* +8 = DEX 3+1+0+4 [Small]
Survival +6 = WIS 5+1+0
Swim* -1 = STR -2+1+0
Use Magic Device† +10 = CHA 9+1+0

* Armor Check Penalty 0
† Trained Only

Equipment

Notes

Base Speed [ 40 (8 sq.) ]

AC [14] = 10 +3 [Dex] +1 [Small Size]
Touch AC [14] Flat-Footed [11]

Base Attack Bonus +8
Basic Melee Attack +7
Basic Ranged Attack +12

Fortitude Save +5 = 5 [base] +0 [Con]
Reflex Save +8 = 5 [base] +3 [Dex]
Will Save +15 = 10 [base] +5 [Wis]

CMB +5 = 8 [BAB] -2 [Str] -1 [size]
CMD +18 = 8 [BAB] -2 [Str] +3 [Dex] -1 [size] + 10

Feats
Leadership
Toughness
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Scribe Scroll
Effective Caster
Lasting Caster
Extra Cohort
Spell Finesse

Traits
Reactionary
Magical Lineage

Carrying Capacity
Light Load: 15lbs.
Medium Load: 30lbs.
Heavy Load: 45lbs.
Lift Over Head: 45lbs.
Lift Off Ground: 90lbs.
Push or Drag: 225lbs. Languages
Common
4 Bonus Languages (Int)

Wizard Spells Per Day
Level 1 4 + 1 [Int] + 1 []
Level 2 4 + 1 [Int] + 1 []
Level 3 4 + 1 [Int] + 1 []
Level 4 4 + 1 [Int] + 1 []
Level 5 4 + 0 [Int] + 1 []
Level 6 4 + 0 [Int] + 1 []
Level 7 3 + 0 [Int] + 1 []
Level 8 2 + 0 [Int] + 1 []
Level 9 1 + 0 [Int] + 1 []

Special Abilities
Young Advanced Human
Racial Abilities:

Wizard
3 Bonus Feats
Arcane Bond []
Arcane School []
Cantrips
Scribe Scroll

The Two Theurges

Retech
Female Human Cleric 1 | Wizard 1 | Mystic Theurge 13 | [True Neutral] HP 103
Current HP

Strength 6 (-2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 24 (+7)

Initiative +2 = 2 [Dex]
Action Points (Lifetime) 19
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +0 = INT 0+0+0
Bluff +7 = CHA 7+0+0
Climb* -2 = STR -2+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Diplomacy +7 = CHA 7+0+0
Disable Device*† +2 = DEX 2+0+0
Disguise +7 = CHA 7+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +20 = DEX 2+15+3
Handle Animal† +7 = CHA 7+0+0
Heal +0 = WIS 0+0+0
Intimidate +7 = CHA 7+0+0
K (Arcana)† +18 = INT 0+15+3
K (Dungeoneering)† +0 = INT 0+0+0
K (Engineering)† +0 = INT 0+0+0
K (Geography)† +0 = INT 0+0+0
K (History)† +0 = INT 0+0+0
K (Local)† +0 = INT 0+0+0
K (Nature)† +0 = INT 0+0+0
K (Nobility)† +0 = INT 0+0+0
K (Planes)† +0 = INT 0+0+0
K (Religion)† +0 = INT 0+0+0
Linguistics† +0 = INT 0+0+0
Perception +0 = WIS 0+0+0
Perform +7 = CHA 7+0+0
Perform +7 = CHA 7+0+0
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +2 = DEX 2+0+0
Sense Motive +0 = WIS 0+0+0
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +18 = INT 0+15+3
Stealth* +2 = DEX 2+0+0
Survival +0 = WIS 0+0+0
Swim* -2 = STR -2+0+0
Use Magic Device† +7 = CHA 7+0+0

* Armor Check Penalty 0
† Trained Only

Equipment

Notes

Base Speed [ 30 (6 sq.) ]

AC [12] = 10 +2 [Dex]
Touch AC [12] Flat-Footed [10]

Base Attack Bonus +6
Basic Melee Attack +4
Basic Ranged Attack +8

Fortitude Save +8 = 6 [base] +2 [Con]
Reflex Save +6 = 4 [base] +2 [Dex]
Will Save +12 = 12 [base] +0 [Wis]

CMB +3 = 6 [BAB] -2 [Str] -1 [size]
CMD +15 = 6 [BAB] -2 [Str] +2 [Dex] -1 [size] + 10

Feats
Augment Summoning
Superior Summoning
Leadership
Spell Focus
Effective Caster
Lasting Caster
Extra Cohort
Spell Finesse
Spell Finesse

Traits
Reactionary
Magical Lineage

Carrying Capacity
Light Load: 20lbs.
Medium Load: 40lbs.
Heavy Load: 60lbs.
Lift Over Head: 60lbs.
Lift Off Ground: 120lbs.
Push or Drag: 300lbs. Languages
Common

Cleric Spells Per Day
Level 1 1 + 0 [Wis] + 1 [Domain]
Wizard Spells Per Day
Level 1 1 + 0 [Int] + 1 []

Special Abilities
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Cleric
Aura
Domains []
Orisons
Channel Energy 1d6

Wizard
Arcane Bond []
Arcane School []
Cantrips
Scribe Scroll

Experience Points 0

Undead Legion Commanders

Female Young Advanced Cleric 13 x 3/Cleric 11 x 5/Cleric 9 x 8/Cleric 7 x 13/Cleric 5 x 21

Hitpoints: HD x (5 + 3[Constitution])
Initiative: +1

Strength: 7
Dexterity: 12
Constitution: 16
Int: 10
Wisdom: 10
Charisma 20 + 1 for every four levels

Skills:
Spellcraft, Perception, Knowledge Arcana = HD + Appropropriate Ability Score Modifier

AC: 11

Fortitude Save = Cleric + 3
Reflex Save = Cleric + 1
Will Save = Cleric + 0

CMB: -3 + 3/4(HD)
CMD: 18 + 3/4(HD)

Feats:
Spell Finesse (All)
Command Undead (All)
Spell Focus (Conjuration)(All)
Leadership (Level 7)
Extra Cohort (Level 9)
Augment Summon (Level 11)
Superior Summon (Level 13)

Traits
Reactionary
Magical Lineage

Carrying Capacity
Light Load: 20lbs.
Medium Load: 40lbs.
Heavy Load: 60lbs.
Lift Over Head: 60lbs.
Lift Off Ground: 120lbs.
Push or Drag: 300lbs. Languages
Common

Cleric Spells Per Day
Level 1 1 + 0 [Wis] + 1 [Domain]
Wizard Spells Per Day
Level 1 1 + 0 [Int] + 1 []

Special Abilities
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Cleric
Aura
Domains []
Orisons
Channel Energy (HD+1)/2

---

All clerics have the domains: Magic and Undead

Dark Archive

that is indeed a good point, i think i'll ban all negative modifier templates

Dark Archive

Retech

Spoiler:
cohorts can't take leadership

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