The dungeon of Merli the Trapper


Recruitment


I'm going to try this out. I'm running a dungeon based quest. There are some rules to it, but it will be fun.

Rules:

Character level 2
All races allowed, even custom races, must be under 10 RP
Sources allowed: AA, ARG, UE, UM, APG, CRB, and UC
Two traits
Character alignment mustn't be and type of evil
Post at least once a day

I'm have a writers block so if there are any questions ask away!


What's the point buy for stats?


point buy is 20

Sovereign Court

Haldir Carter
Male Human (Taldan) Cleric (Crusader) 1 Spell-Less Ranger 1
NG Medium Humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 23, touch 15, flat-footed 19 (+5 armor, +3 shield, +3 Dex, +1 dodge)
hp 14 (1d10+1d8)
Fort +4, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
Morningstar +4 (1d8+3/x2) and
Naginata +4 (1d8+4/x4)
Ranged Sling +4 (1d4+3/x2)
Special Attacks agile feet (5/day), favored enemy (undead +2)
Cleric (Crusader) Spells Prepared (CL 1):
1 (1/day) Shield of Faith, Longstrider
0 (at will) Light, Detect Magic
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Statistics
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Str 16, Dex 16, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 19
Feats Dodge, Shield Focus, Totem Spirit - Skoan-Quah (Skull Clan)
Traits Armor Expert, Exalted of the Society
Skills Acrobatics -2, Appraise +4, Bluff +0 (+2 vs. undead), Climb +4, Diplomacy +4, Escape Artist -2, Fly -2, Heal +8, Intimidate +4, Perception +6 (+8 vs. undead), Ride -2, Sense Motive +6 (+8 vs. undead), Spellcraft +4, Stealth +2, Survival +6 (+8 vs. undead, +7 to track), Swim -2, Use Magic Device +1
Languages Common
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 10), domains (travel), spontaneous casting, track, wild empathy
Combat Gear Potion of cure light wounds, Wand of cure light wounds, Antitoxin (2); Other Gear Scale mail, Heavy steel shield, Morningstar, Naginata, Sling, Bracers of armor +1, Climber's kit, Flint and steel, Desna, Silk rope, 466 GP
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain 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 Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Crusader) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (4/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Exalted of the Society You may channel energy 1 additional time per day.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Shield Focus +1 Shield AC
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Totem Spirit - Skoan-Quah (Skull Clan) +2 weapon damage vs. undead, +2 Heal
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


DOT


ill play, ill try to get my character up tonight or tomorrow morning :)


Looking for about 5 players, and just a precaution, you will get lots of gold :)


just throwing the idea out there, a majority of the races in the ARG have between 10 and 17, so i think it would be more in line with their power levels to have up to 15 RP for our custom races


Count me in! I'll get my character up and running in no time!


I considered Dragon Rider's idea, and I like it, 15 RP it is!


yay! ill be playing a fighter, by the way :)

Sczarni

Couple of questions: how much starting gold? Also, how do we determine hp for level 2?


Shaco: would there be a problem with a construct race?


If it is okay I'd like to play a construct race alchemist.


What is the maximum level expected to be obtained in this dungeon?

Liberty's Edge

i have jules1's question, when wealth is abound and levels are expected to get high I hear that an arcane trickster is incredibly fun to play and I've been dying to try one out

Scarab Sages

I have an Ifrit Gunslinger (pistolero) who I could level up to two if you'd allow him.

Scarab Sages

This is Iron Killer:
This is the stat block for the Ifrit Gunslinger (pistolero)

Incashus:
Incashus
Ifrit Gunslinger (Pistolero) 2
CG Medium Outsider (native)
Init +5; Senses Darkvision 60ft, Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+2 armor, +1 shield, +3 Dex, +1 Dodge Bonus)
hp 20 (2d10+4)(Favored Class Bonus)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Unarmed strike +3 (1d3+1/x2)
Ranged Dragon pistol +5 (1d6/x4)
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Statistics
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Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Gunsmith, Quick Draw
Traits Reactionary, Crowd Dodge
Skills Craft (Weapons) +5, Knowledge (Engineering) +5, Perception +7, Profession (Blacksmith) +7
Languages Common, Ignan
Combat Gear Gunslinger's Kit, Leather Armor, MWK Buckler, MWK Backpack, Dragon Pistol, Dragon's Breath Alchemical Cartridge (10), Firearm Bullets (30), Black Powder (30 doses), 29 gp
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TRACKED RESOURCES
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Dragon's Breath Alchemical Cartridge - 0/10
Firearm Bullets - 0/30
Black Powder - 0/30
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Special Abilities
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Spell-like ability Burning Hands 1/day
Fire resistance 5
Fire in the Blood-gain fast healing 2 for 1 round anytime you take fire damage (whether or not this fire damage gets through their fire resistance)
Nimble 1-+1 dodge bonus to AC
Favored class bonus-+1/2 to bonus on Init using Gunslingers Init

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