EldonG |
They've lost their heavy hitters. I'm looking for 1 or 2 to replace them. Right now, they're 4th lvl, and all becoming undead - vampires, as a rule, though there may be flexibility on that.
Character gen. is from the books - pick one stat for an 18, one for an 8, and roll the rest at 1d10+8.
They lost a serious melee fighter and an anti-paladin, so similar characters will be preferred.
Dragonflyer1243 |
I think I'll go with an Abyssal Steelblood Bloodrager to serve in kind of a tanking role.
Here are my rolls.
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (8) + 8 = 16
Edit: I'll throw my 18s in Constitution and Strength, my 16 into Charisma, then the 10s into Wisdom and Dexterity, and the 8 into Intelligence. I'll put the whole build up later. Also, I forgot to ask earlier, what are the race restrictions and rules on wealth?
Mordesel |
I can't presume to answer for the GM on what he wants for wealth and races, but I can answer for the players. I am the resident Monk (Flowing Monk) I focus on battlefield control with some fighting components. We have a Human Dirge Bard who can talk just about anyone into just about anything. And finally a Human Cleric of Asmodeus who tends towards the use of his Trickery domain.
DM Aron Marczylo |
Got an idea for a NE Monk (Martial Artist, allowed to be non-Lawful) and the idea behind him is he'd most likely remain living due to his faith and the need for procreation with monstrous creatures as he is a follower of Lamashtu.
His crimes would be most on the list due to his religion and as a Martial Artist, at 4th level he'll be able to cut through DR with his ability, Exploit Weaknesses.
I was thinking tiefling if that's allowed, Devil-spawned and are additional abilities allowed?
Str 18, Cha 8
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (10) + 8 = 18
Str 18
Dex 18
Con 13
Int 10
Wis 18
Cha 8
This is before 4th level +1 to ability score and bonuses from the race. Pretty damn good rolls really.
Zerik |
Str: 1d10 + 8 ⇒ (10) + 8 = 18
Dex: 1d10 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16
Con: 1d10 + 8 ⇒ (8) + 8 = 16
Int: 1d10 + 8 ⇒ (2) + 8 = 10
Wisdom: 18 = 18
Charisma: 8 = 8
Zerik is a Half-Orc/Urban Ranger/4 mercenary (Favoured Enemy:Human). He took a job to take out a business rival of a wealthy merchant. Unfortunately the target was a wealthy noble who was tipped off and the job went south. He was sentenced to Brandescar for attempted murder.
Zerik is tough and brutal fighter and he also has many skills. He is equally skilled Blades and the Longbow. He knows his way around traps and good at spotting and disabling, or setting them up if needed.
He is usually accompanied by his pet wolf "Fang". Fang is fiercely loyal though not very disciplined.
You can click on Zerik for his complete character sheet.
Zerik |
Well, I have to take one of the campaign traits, so lets say that's what I've been accused off by the authorities of Talingarde :)
I should also mention that I have played this campaign till level 3 before some I am somewhat familiar with it, though I would have missed a bit since you all seem to be at level 4.
Dragonflyer1243 |
I can't presume to answer for the GM on what he wants for wealth and races, but I can answer for the players. I am the resident Monk (Flowing Monk) I focus on battlefield control with some fighting components. We have a Human Dirge Bard who can talk just about anyone into just about anything. And finally a Human Cleric of Asmodeus who tends towards the use of his Trickery domain.
Great, thank you.
Dragonflyer1243 |
Here's my character. His HP is left unfinished, as I'm not sure how you would like that done. His stats are calculated as though he can buy full plate and weapons, but I can adjust that depending on the wealth we start with.
LE Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +7
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Defense
====================
AC 19, touch 11, flat-footed 18
HP 10/10
Fort +7, Ref +2, Will +2 (immune to sleep, +2 vs. enchantment)
CMD 19
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Offense
====================
Speed 25 ft.
Melee
Greataxe +8 (1d12+6/X3)
Range
Composite Longbow +5 (1d8+4/X3)
BAB +4
CMB +8
Spells Known: Shield, Magic Missile
====================
Statistics
====================
Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 16
Skills: Intimidate +8, Knowledge(Arcana) +5, Knowledge(Nobility) +2, Knowledge(Planes) +1, Perception +7, Sense Motive +3, Spellcraft +5(+7 to identify magic items),
Feats: Power Attack, Cleave, Eschew Materials
Languages: Common, Elven
Traits: Reactionary; High Treason
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Special Abilities
====================
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.
Over time, his twisted mind has recreated the events of his life, and he has formed an opinion of himself as something like a Hellknight, meant to create order. In reality, he is nothing of the sort, a brutal beast that destroys everything in his path, but to him, he is a righteous warrior. Along this path, he attempted to overthrow the Talingardian kingdom and become its master, and was nearly caught for his crimes. He was taken in by a mysterious individual named Thorn, who has helped to hide him from those seeking to punish him for his misdoings. Now he serves Thorn, a brutal lapdog still attempting to realize his ambitions.
Lord Foul II |
Got an idea for a NE Monk (Martial Artist, allowed to be non-Lawful) and the idea behind him is he'd most likely remain living due to his faith and the need for procreation with monstrous creatures as he is a follower of Lamashtu.
His crimes would be most on the list due to his religion and as a Martial Artist, at 4th level he'll be able to cut through DR with his ability, Exploit Weaknesses.
I was thinking tiefling if that's allowed, Devil-spawned and are additional abilities allowed?
Str 18, Cha 8
1d10+8
1d10+8
1d10+8
1d10+8Str 18
Dex 18
Con 13
Int 10
Wis 18
Cha 8This is before 4th level +1 to ability score and bonuses from the race. Pretty damn good rolls really.
vampires can procreate
Look at dhampirsZerik |
Str: 1d10 + 8 ⇒ (10) + 8 = 18
Dex: 1d10 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16
Con: 1d10 + 8 ⇒ (8) + 8 = 16
Int: 1d10 + 8 ⇒ (2) + 8 = 10
Wisdom: 18 = 18
Charisma: 8 = 8Zerik is a Half-Orc/Urban Ranger/4 mercenary (Favoured Enemy:Human). He took a job to take out a business rival of a wealthy merchant. Unfortunately the target was a wealthy noble who was tipped off and the job went south. He was sentenced to Brandescar for attempted murder.
Zerik is tough and brutal fighter and he also has many skills. He is equally skilled Blades and the Longbow. He knows his way around traps and good at spotting and disabling, or setting them up if needed.
He is usually accompanied by his pet wolf "Fang". Fang is fiercely loyal though not very disciplined.
You can click on Zerik for his complete character sheet.
Okay so stats for Zerik now are:
Str 17+1
Dex 14+2
Con 15
Int 9
Wis 18
Cha 8
(I love all the odd numbers.)
Mordesel |
Ah, something else I just realized you all might want to know. We are taking the path of the vampire via feats. Specifically:
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 60 ft. and the alertness feat, however your Constitution score is lowered by two permanently
The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves by +2, you gain a +2 racial bonus to Perception and you gain the toughness feat. You also gain DR 2/silver and magic.
However your Constitution score is again lowered by two permanently. Further, in full daylight you are sickened.
The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift. Still, you are fast as lightning and full of fury. You can barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex and Chr scores are improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template) and a slam attack. You now cast no shadow and have no reflection in a mirror.
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water. and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. You are also at risk from the effects of Hunger (Blood of the Night p.22-23). If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.
The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). Your strength score increases by +2. You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points. However, you now recoil from mirrors and strongly presented holy symbols.
Undead Focus
You have focused your mind and insight into that of a cunning hunter.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +2 int, +2 wis and +2 chr and a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth checks (these bonuses stack with the skill bonuses from The Initiated.)
Strength of the Grave
You have perfected your mind and body into a true creature of the night.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +4 str, +2 dex and you also gain the Change Shape Special Quality and a slam attack that is treated as magical for the purposes of overcoming damage reduction.
Ascending Undead
The last esoteric powers of vampirism are almost within your grasp.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 11th level
Benefits: Gain two special abilities from the following list: Children of the Night, Create Spawn, Dominate, Energy Drain. You also gain a +2 bonus to you natural armor.
True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: Ascending Undead, The Bitten, the Dying, the Risen, The Initiated, 13th level, Either Strength of the Grave or Undead Focus.
Benefits: You gain the full benefit and weaknesses of the vampire template.
We all gained The Bitten as a bonus feat at 2nd. I would assume that should you wish to follow the vampiric path, you would be allowed that as well, though I'd wait to let the DM confirm that.
Anton Vitruvian |
It should be noted as well that our patron and sire Cardinal Adrastus Thorn is not only a vampire but also a priest of Asmodeus. Although we seem to be following a modified version of this AP (with the Path of the Vampire feats mentioned by Mordesel above), there is still an association with Asmodeus. Make sure your characters can be on side with that.
Note on those feats are that they take up feat slots which could make some builds a little more difficult. We're also probably pretty close to 5th level where we become weak vampires with The Risen feat (and no longer have to worry about our extra crappy Con, thank badness).
Reminder that the rolls (d10+7, so -1 to them if you've already rolled d10+8) are placed in the order you rolled them with your focus and foible strewn within it.
YanJieming |
Hmm. Well if your looking for arcane, how would y'all feel about a summoner? (I know some people aren't fans). With those rolls above I could build him to be a fighting summoner as well. The only thing I'd want to change is my foible to Wis instead of Int (or I could reroll if you want me to).
In addition, before I finish making my character I should ask, I am currently running a wotw game at 6th level, just after the mission in Balentyne. Would this be a problem? I can keep player and character knowledge separate.
Anton Vitruvian |
Well, as the bard, we do have a modicum of arcane which could include some buffs which may overlap a summoner's (although we could discuss to make sure we don't choose the same spells), and I'll probably toss in some skill points into UMD at some point. I think we were thinking full-bore arcane rather than partial like bard/summoner/etc. That being said, the eidolon could easily fit the meat shield/dd gap we wanted to fill and we can collude to handle any overlap (as mentioned previously). I have nothing against a summoner, but I'll leave it to the GM to decide on their presence.
Your foreknowledge doesn't bother me, although the level of knowledge from running a game is different than playing through it. As long as you can keep things separate, as you said you will, I have know issues with it.
DM Aron Marczylo |
...
Again, I'll wait till the DM says about vampirism and if procreation is possible as that is the character's main focus to spread his evil seed in the name of Lamashtu.
As mentioend before, he would own your character's contact something so I've come up with a interesting remodel to his backstory.
Still not come up with a name, but he's a powerful monk who is a woreshipper of Lamashtu and had his own hidden cult and as a long-living creature, he had many different mutated children to spread over the world and cause chaos, however his cult was unearthed and he only escaped due to a advanced warning.
He was then contacted and told that his followers and children was split and separated, however had had to take part in various favours before he was given information on where they might be held or hiding if they managed to evade authorities or even their corpses to give them proper rights.
Cedric Calzir |
this is my Antipaldadin of Asmodeous Lord of Darkness Fallen angel.
str-18
Wis-8
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (7) + 8 = 15
are we allowed the "swap one point around" option? so changing a 13 int, to 12, and a 15 str to 16?
undecided on his fighting style, either sword and board TWF, or greatsword, what does the party need atm?
Mordesel |
I might be interested. Is there still the heavy emphasis on vampirism that the original DM implied?
I don't think you need to be a vampire, but you must be vampire compatible, as the three of us are about to become vampires. Particularly you must be able to be nocturnal. If you can do this without darkvision fine, but all of us have it, so you might want to consider it.
Cedric Calzir |
Vampires are fine. Cedric has no want to become one as of yet, but may later on. If you need a tank, I'll go SnB if heavy hitter 2handed. As either one suits the character fluff wise.
Actually.. Becoming a vampire might work with Cedric, would give him the immortality he craves to rule forever, as well as more power. Yeah. Cedric will easily hop on the vampire bandwagon.
any feed back on the tank vs damage dealer?
Cedric Calzir |
ah I think I skimmed over that one XD, k I'll just -1 to my rolls, makes it easier then really.
you know, I actually think I will keep from going the vampire root, becoming a devil/ devil lord sounds much more appealing... (through the 4 rituals of course)
Cant decide...
ok, so in the end, I sat back, thought about "if this was a villain in my game... would he have a sword and shield, or two-hander" What would make him "more epic" then I pictured him one handing a sword as he walked up... and found this image- yes, this one here
to my surprise sums up about how I pictured him to look to a T, even the weapon. SO, the fates have decreed, Devastator anti-paladin, WHO NEEDS A SHIELD! haha
EldonG |
Sorry to have been gone so long today - life has been a bit nutty, and I went out to see a movie today.
I don't like summoners - they're typically terrible or terribly overpowered.
I'm very hesitant to add characters that aren't going vampiric. It's hard enough dealing with an evil party - at least this is a common ground. I don't mind any of the common races, and will.consider all others on a case-by-case basis, heavily dependent on what the players have to say.
Bloodrager is fine.
As to starting cash, I'll check, but I think the party is a bit light, but you do get a hat of disguise. Let me consider the rest.
Ultimately, I'll probably let the players choose who joins them, so consider that. ;)
Graynore |
I'll toss my hat into the ring for a LE hm wizard(abjurer)4 (prohibited schools: illusion and enchantment). The theme would be a demon hunter who has embraced Asmodeaus for knowledge in combating tanar'ri. He sees the current rulership as being ill equipped having watch the church try and fail to exercise his family from a shadow demon.
Str 8
Int 18 (+2 Int from race = 20)
1d10 + 8 ⇒ (4) + 8 = 121d10 + 8 ⇒ (2) + 8 = 101d10 + 8 ⇒ (4) + 8 = 121d10 + 8 ⇒ (9) + 8 = 17
Dex 17, Con 10, Wis 12, Chr 12