High level dungeon run. Lights Last Hope


Recruitment

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Is recruitment over? I haven't got a character together, yet, but I'm interested.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I had a complete change of mind for this character build.

Build:
Horizon Walker
Elf Rogue 8 / Horizon Walker 10
NG
Init +13; Senses ; Perception +25
DEFENSE
AC 40; Touch ; Flat-Footed
HP 223;
Fort +16 ; Ref +25 ; Will +12
Immune Sleep; Resist Fire 10
OFFENSE
Speed 30; Fly 60;
Melee +32/+17/+12/+7 +5 Elven Curved Blade (1d10+36, 18-20/x2); S; Menacing, Planar, Phase Locking, Dueling

Spell-Like Abilities
Comprehend Languages 0/0, Detect Magic 0/0, Read Magic 0/0, Detect Poison 0/0, Dimension Door 5/5, Ethereal Jaunt 1/1, Fly 5/5
Spells Known/Prepared

STATISTICS
Str 12, Dex 32, Con 18, Int 16, Wis 14, Cha 14

Base Atk 16; CMB +17

Feats
Piranha Strike, Endurance, Breadth of Experience, Dilettante, Outflank, Combat Expertise, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Furious Focus, Swordplay Style

Skills
Acrobatics +32, Appraise +7, Bluff +7 (22), Climb +6, Diplomacy +7, Disable Device +24, Disguise +7, Escape Artist +16, Fly +25 (4), Handle Animal +6, Heal +3, Intimidate +6, Knowledge Arcana +15 (4), Knowledge Dungeoneering +15 (4), Knowledge Engineering +12 (4), Knowledge Geography +15 (4), Knowledge History +12 (4), Knowledge Local +15 (4), Knowledge Nature +15 (4), Knowledge Nobility +12 (4), Knowledge Planes +15 (4), Knowledge Religion +15 (4), Linguistics +8, Perception +25, Sense Motive +15, Sleight Of Hand +16, Spellcraft +21, Stealth +16, Survival +7, Swim +5, Use Magic Device +24
Languages

SQ
Armor Piercer, Expert Cipher, Sneak Attack +4d6, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Danger Sense +2, Finesse Training, Debilitating Injury, Favored Terrains (Air, Ethereal, Astral, Fire, Plains, Underground, Forest), Terrain Mastery (Air, Etheareal, Astral, Fire), Terrain Dominance (Astral, Air, Ethereal), Master of All Lands

Gear
Belt of Dex/Con +6: , Book of Dex +4: , Amulet of Nat +5: , Ring o Protect +5: , Cloak o Resist +5: , Headband of mental superiority +2: , Boots of speed:

abridged story of 'Lil':
Lilithendil early in his life was outlawed from his home of making poor choices. Through his years since he has made many friends is a wide variety of places (planes). He has loved. He has lost. He has loved again, and lost again. Now he just wanderers. He is basically a wandering conscience...with a sword.

Inn:
In a corner that was definitely once empty relaxes an elven man. He sits on the floor with his back into the corner facing the talking group, as if he had always been there. A long curved blade lies next to him propped against the wall. This simple looking ragged adventurer just sits listening as he nurses his waterskin.


Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?


This is a almost finished version of Raz.

Need to sort out health, and go back through her more powerful spells to make sure I've bought all the expensive components though.

She was a midwife, and natal doctor and surgeon, before being an adventurer, which is why she has the kits and various other Heal skill based items.
She's mostly centered on the positive energy / healing energy harming undead, which I had to keep reminding myself of when choosing her stuff, that she wasn't devote focused, that's just a characteristic of hers.

Raz Moonstone:

Female Bleachling Gnome Life Mystery Oracle 18
NG Small humanoid (gnome)
Init +5; Senses Perception +, low-light vision

--------------------
DEFENSE
--------------------

AC 26, touch 16, flat-footed 21
HP
Fort +17, Ref +16, Will +18 (+2 vs. fear)
Resist Spell Resistance 21, Immune to harmful gases/vapors, Defensive Abilities

--------------------
OFFENSE
--------------------
Spd 25ft.

Oracle/Cleric Spells Know (CL 18th, concentration +22)
9th (3/day) - *Heal (mass), *True Resurrection, Summon Monster IX
8th (5/day) - *Cure Critical Wounds (mass), Divine Vessel, Fire storm, Holy Aura
7th (6/day) - *Cure Serious Wounds (mass), Destruction, Holy Word, *Restoration (greater), Resurrection, *Reverse Gravity
6th (6/day) - *Cure Moderate Wounds (mass), *Heal, Heroes' Feast, Inspiring Recovery, Undeath to Dead
5th (6/day) - *Breathe of Life, *Cure Light Wounds (mass), Flame Strike, Pillar of Life, Sacred Nimbus, *Telekinesis, Undeath Ward
4th (6/day) - *Cure Critical Wounds, Divine Power, Healing Flames, Holy Smite, *Neutralise Poison, *Restoration, Spiritual Ally
3rd (6/day) - *Cure Serious Wounds, Damnation, Holy Javelin, Life Shield, Searing Light
2nd (6/day) - Blessing of Courage and Life, Consecrate, *Cure Moderate Wounds, Death Knell, *Levitate, *Minor Image, Necromantic Burden, *Restoration (lesser), Spiritual Weapon
1st (6/day) - Bless Water, Carrion Compass, *Cure Light Wounds, Decompose Corpse, *Detect Undead, Hide from Undead,Sanctify Corpse
0 (at will) - Bleed, *Ghost Sound, Guidance, *Mage Hand, Mending, Purify Food and Water,Read Magic, Resistance, Spark, Stabilise, Virtue

--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 22, Int 10, Wis 14, Cha 24
Base Atk +19; CMB +12; CMD 27
Feats Fleet, Turn Undead, Weapon Finesse,
Traits Undead Slayer, Reincarnated
Skills
Languages Common, Sylvan, Gnome


--------------------
EQUIPMENT:

--------------------
Shooting Star of the Grave]
Bane (undead) Price +1 bonus
AURA moderate conjuration CL 8th
A bane weapon excels against certain foes. Against a
designated foe, the weapon’s enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of
damage against such foes. To randomly determine a weapon’s
designated foe, roll on the following table.

Lifesurge Price +2 bonus
AURA moderate conjuration CL 8th
This special ability can only be placed on melee weapons.
A lifesurge weapon boosts and sustains the wielder’s life
energy while he is in the throes of combat. The wielder
gains a bonus on saving throws against necromantic
effects—including the ability damage, ability drain, and
energy drain powers of the undead—equal to the weapon’s
enhancement bonus. In addition, whenever the wielder
receives temporary hit points from any source, he adds
the weapon’s enhancement bonus to these temporary hit
points; this does not stack for temporary hit points from
multiple sources, and these points are lost if the lifesurge
weapon is not being wielded.

In combat, the weapon’s critical threat range is doubled ABILITIES
against undead; this does not stack with the keen special ability
or Improved Critical. Whenever a lifesurge weapon confirms a
critical hit against an undead creature, it erupts with 1d8 points
of positive energy (2d8 for weapons with a critical multiplier
of ×3, 3d8 if it is ×4); the wielder may choose to deal this as
damage to an undead target or to absorb half this amount as
healing, with the remaining positive energy dissipating.

Disruption Price +2
AURA strong conjuration CL 14th
A disruption weapon is the bane of all undead. Any undead
creature struck in combat must succeed at a DC 14 Will save
or be destroyed. A disruption weapon must be a bludgeoning
melee weapon.

Armor and Slot Items
Celestial Armor of the Righteous
Celestial Shield of Determination
MW Silver Dagger
Spiritualist Rings
Belt of Physical Might (Dex and Con)
Pendant of the Mortician (Gravewatch Pendant, Necklace of Adaption)
Handy Haversack
Vest of the Miracle Worker (Spell Resistance, Vest of Surgery)
Healer's Gloves
Robe of Components
Cloak of Resistance +5,
Phylactery of Alluring Positivity (Alluring Charisma, Phylactery of Positive Channeling)
Boots of Levitation, Crown of Brilliance (minor)

Gear
Oracle's Kit, Chirureogn's Kit, Midwife's Kit, Undead Slayer's Kit, Holy Symbol (silver, compartment),
Sweing needle, string (50ft)

20,000g Diamond
15,000g Diamond dust


Greetings Fellow Adventurers! I am Cardinal Serell. A worshiper of the holy light of Desna. I once lost some of my zeil for adventuring, and I have chosen to stray from the path of the holy combatant, to the path of skilled adviser and chronicler. I look forward to our time traveling together, if it so should pass.

May your dreams be as plentiful as the stars in the sky

Cardinal Serell is a Paladin 2/Bard 16. Focusing on buff, debuff, support healing, and if necessary combat. Inspired signing and a glorious banner will provide many combat buffs. Spells can provide emergency bonuses or detriments to our enemies, and Greater feint will allow me to leave some enemies wide open for everyone. The songhealer archetype allows me access to additional ways to heal allies, allowing a true cleric/oracle(if we have one) to concentrate on other aspects of battle.

character sheet:

Cardinal Serell
Male azata-blooded aasimar (musetouched) bard (songhealer) 16/paladin (divine hunter) 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 27)
LG Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 30 (+11 armor, +3 deflection, +5 Dex, +3 natural, +3 shield)
hp 208 (18 HD; 16d8+2d10+88)
Fort +21, Ref +24, Will +21; +2 vs. [evil], +2 morale bonus vs. fear and charm effects, +2 vs. death, energy drain, negative energy, or necromancy spells, +4 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities evasion; Resist fire 20, negative energy 5
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average)
Melee +1 dagger +28/+23/+18 (1d4+14/19-20) or
. . +3 ghost touch gold plated longspear +30/+25/+20 (1d8+19/×3)
Ranged +2 adaptive composite longbow +27/+22/+17 (1d8+15/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 ghost touch gold plated longspear)
Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 27], healing performance, inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, soothing performance, suggestion [DC 27]), smite evil 1/day (+9 attack and AC, +6 damage)
Spell-Like Abilities (CL 18th; concentration +27)
. . 1/day—glitterdust (DC 21)
Paladin Spell-Like Abilities (CL 2nd; concentration +11)
. . At will—detect evil
Bard (Songhealer) Spells Known (CL 16th; concentration +25)
. . 6th (2/day)—brilliant inspiration[APG] (DC 25), overwhelming presence[UM] (DC 25)
. . 5th (5/day)—greater bladed dash, greater dispel magic, shadowbard[UM], stunning finale[APG] (DC 24)
. . 4th (6/day)—break enchantment, freedom of movement, heroic finale[APG] (DC 23), greater invisibility, virtuoso performance[UM]
. . 3rd (7/day)—haste, invisibility sphere, mad monkeys[UM], reviving finale[APG] (DC 22), see invisibility
. . 2nd (7/day)—blistering invective[UC] (DC 21), cure moderate wounds, delay pain[UM] (DC 21), invisibility, mirror image, silence (DC 21)
. . 1st (8/day)—call weapon, darting duplicate (DC 20), ear-piercing scream[UM] (DC 20), expeditious retreat, feather fall, saving finale[APG] (DC 20)
. . 0 (at will)—daze (DC 19), detect magic, mending, open/close (DC 19), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 18, Int 20, Wis 8, Cha 28
Base Atk +14; CMB +27; CMD 39
Feats Angel Wings[ARG], Angelic Blood[ARG], Combat Expertise, Flagbearer[ISWG], Greater Feint, Improved Feint, Improved Initiative, Lingering Performance[APG], Precise Shot, Spellsong[UM]
Traits reactionary, thrill-seeker
Skills Acrobatics +24, Appraise +14, Bluff +30, Climb +12, Diplomacy +20, Disable Device +6, Escape Artist +25, Fly +15, Heal +3, Intimidate +18, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +18, Knowledge (religion) +21, Linguistics +9, Perception +17, Perform (dance) +15, Perform (sing) +32, Perform (string instruments) +19, Ride +8, Sense Motive +20, Sleight of Hand +8, Spellcraft +23, Stealth +8, Survival +3, Swim +10, Use Magic Device +21; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing), +2 Perform (string instruments)
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan
SQ bardic knowledge +8, deathless spirit[ARG], enhance healing, jack-of-all-trades, lay on hands 12/day (1d6), living steel, lore master 2/day
Combat Gear cold iron arrows (20), cold iron blunt arrows[APG] (20), dust of disappearance, helm of brilliance (lesser)[UE], lesser quicken metamagic rod, potion of cure serious wounds (3), potion of shield of faith +5 (2), quick runner's shirt[UE], scroll of find the path, scroll of king's castle, scroll of resurrection, scroll of wall of force, scroll of waves of exhaustion, scroll of wooden phalanx, wand of cure serious wounds (50 charges), wand of lesser restoration (50 charges), tanglefoot bag (4); Other Gear +5 mithral agile breastplate[APG], +2 living steel buckler, +1 dagger, +2 adaptive composite longbow, +3 ghost touch gold plated longspear, amulet of natural armor +3, bag of holding ii, banner of the ancient kings, belt of physical perfection +4, blood reservoir of physical prowess[UE], boots of speed, bracers of the avenging knight[UE], cloak of displacement, minor, gloves of elvenkind[ARG], headband of mental prowess +6 (Int, Cha), lyre of building, physician's spectacles[ACG], ring of evasion, ring of protection +3, vestments of war, masterwork backpack[APG], 5,993 gp
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bardic Knowledge +8 (Ex) Add +8 to all knowledge skill checks.
Bardic Performance (swift action, 43 rounds/day) Your performances can create magical effects.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Enhance Healing (9/day) (Su) Cause spell completion/trigger healing to function at bard CL.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flagbearer Grant bonuses to allies who see your flag.
Fly (30 feet, Average) You can fly!
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Jack-of-all-trades (use any skill, all skills are class skills) (Ex) All skills are class skills and may be used untrained.
Lay on Hands (1d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +9 to hit, +6 to damage, +9 deflection bonus to AC when used.
Spellsong Combine spellcasting and bardic performance

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backstory:

“Cardinal Serell is destined for greatness!”

That’s what they used to say anyway. He was born half of this world and half of a holier one. Born under the Stars, blessed by Desna herself they would say. He excelled in his studies, was devout, skilled in the ways of her holiness Desna, and in the way of combat. A great defender of the faith had come to rid Varisia of many evils, or so they thought.

After training in the temple, and after officially gaining the rank of Cardinal, Serell was placed in charge of a group of paladins and soldiers who were sent to defeat a clan of Stone giants that had been raiding surrounding villages and farms for months. What began as a glorious campaign of justice soon turned into a slaughter. The giants were raiding the surrounding towns not for supplies, but for bodies.

They had fallen under the influence of some powerful necromancers, who were collecting the bodies to form an army of the undead. Serell and his soldiers fought valiantly but one by one began to fall. As soon as they slew one of the giants it would be raised as an undead. As soon as they slew one of the undead it would be brought back, and worse still as soon as one of them fell, the necromancers would raise them as undead as well.

In a last desperate attempt for victory he ordered his troop to give up on defense, and shoot the necromancers hiding behind their armies, it was their only hope. A last glorious volley of arrows spewed forth from the troops and they did their jobs. The necromancers were not expecting this and they were cut down before they could counter the arrows with spells.
This left his troop vulnerable however to the undead who were still marching on. In the time, it took them to loose the volley, many were ripped apart by the undead. Serell was spared if only by chance, as he became trapped under the bodies of 2 dead stone giants, hiding him from the undead.

He lay there until he was found by a search party sent by the church after the paladins. He learned that many of the undead had wandered off and reached the villages, killing many before the church could arrive and bring them down, but he had saved the region, at the cost of all his men.

Serell chose that day to change professions. He wanted to lead no more, but to make sure this did not happen again. He wanted to spread the good word, and the knowledge of how to use it. So he began to travel. Usually with small groups, merchants, adventurers, anyone he could find who would listen to his word, and would use it.


Raz Moonstone wrote:

Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?

Treat stat bonuses from stat-increasing items as permanent increases to your stats. Basically, characters with stat-increasing items just never take them off. Of course, you'll have to recalculate if you ever lose the item, but that's not the hardest thing.


Azorn the Unscathed wrote:

Done. I had an idea for a pretty good martial character, and this is a good opportunity to try it out.

Sticking with Azorn, only instead of various fire spells, he'll be hefting a magma hammer.

If it's too late to submit a new build, that's fine. I will keep the stats in my profile the same.

** spoiler omitted **...

Yeah lotta casters. I think spell slingers outnumber muggles though in the system in general. If Path of War was allowed I'd be all up in that though. Always wanted to take a halfling Stalker to level 9 maneuvers.


Chell Silves wrote:
Azorn the Unscathed wrote:

Done. I had an idea for a pretty good martial character, and this is a good opportunity to try it out.

Sticking with Azorn, only instead of various fire spells, he'll be hefting a magma hammer.

If it's too late to submit a new build, that's fine. I will keep the stats in my profile the same.

** spoiler omitted **...

Yeah lotta casters. I think spell slingers outnumber muggles though in the system in general. If Path of War was allowed I'd be all up in that though. Always wanted to take a halfling Stalker to level 9 maneuvers.

Well, maybe a magma knight hitting for 29d6+47 can break up the caster ubiquity. People can stop talking about how wizards are god when you kill them instantly.


Submissions so far:

Herkymr the Silly - Dwarf Alchemist 9/Master Chymist 9 Link

Philo Pharynx - Venn - Archon-Blooded Aasimar Telekineticist 18 Link

Vrog Skyreaver - Major Luke Rand - Human Brawler 18 Link

Drbuzzard - Churley - Human (Shoanti) Fighter 18 Link

Kevin O'Rourke 440 - Sir Cornelius Pimsberry - Human Paladin 18 Link

Chell Silves - Human Cleric of Gozreh 18 Link

Raisse - Rubert, the Blade of Light - Peri-Blooded Aasimar Arcanist (Blade Adept) 6/Paladin (Virtuous Bravo) 2/Eldritch Knight 10 Link

Rosa Luminass - Devil-Spawn Tiefling Cleric of Diabolism 18 Link

Talon Shadowblade - Fetchling Chaokineticist 1/Ninja 16 Link

Sun Zhang Lao - Half-Orc Brawler (Wild Child) 18 Link

Lucendar - Drogar White-Tusk - Half-Orc Barbarian (Invulnerable Rager) 18 Link

HedwickTheWorldly - Solomon Volstadt - Separatist Cleric of Cayden Cailean 8/Brewkeeper 10 Link

Ieinathan - Azorn the Unscathed - Hobgoblin Samurai (Sword Saint) 10/Pyrokineticist 8 Link

Saashaa - Lilithendil - Elf Rogue 8/Horizon Walker 10 Link

Raz Moonstone - Bleachling Gnome Oracle (Life) 18 Link

Cardinal Serell - Azata-Blooded Aasimar Bard (Songhealer) 16/Paladin (Divine Hunter) 2 Link

Looks like we have:
8 pretty much all-martial people (Brawler, Fighter, Paladin, Ninja, Brawler, Barbarian, Samurai, Rogue)
1 Fighter/Mage (I hate the word "Gish") (Blade Adept/Eldritch Knight)
1 Alchemist/Master Chymist
1 Telekineticist
1 Bard
4 Divine Casters (Clerics of Gozreh, Diabolism, Cayden Cailean, Life Oracle)

Would you look at that? 16 Submissions, and not a single wizard. Huh.


Huh. Turns out that I must not have been paying much attention.

Maybe we just all think cleaving through hordes of zombies with a sword is better than doing it with magic.


Azorn the Unscathed wrote:
Raz Moonstone wrote:

Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?

Treat stat bonuses from stat-increasing items as permanent increases to your stats. Basically, characters with stat-increasing items just never take them off. Of course, you'll have to recalculate if you ever lose the item, but that's not the hardest thing.

And I assume we've had the items from the level where we can use them?


Raz Moonstone wrote:
Azorn the Unscathed wrote:
Raz Moonstone wrote:

Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?

Treat stat bonuses from stat-increasing items as permanent increases to your stats. Basically, characters with stat-increasing items just never take them off. Of course, you'll have to recalculate if you ever lose the item, but that's not the hardest thing.
And I assume we've had the items from the level where we can use them?

Why does that matter? If you're asking about Intelligence or Constitution, skill points and hit points are gained retroactively. You don't need to keep track of how many levels you've had the item on for.


Rosa has a big sword :)


Hi, I hope I still got time to post my submission.

I was thinking about an Aasimar Zen Archer, but then again monks must be unchained. So, in order to do this, we can

a) pick the classic monk instead of the unchained,
b) pick the unchained and the 3pp suplement that modifies Zen Archer for Umonk (which I can send you by mail or something) or
c) forgo it and pick another class/archetype.

What do you say?

Also, related to Aasimar SLAs...

1d100 ⇒ 3
1d100 ⇒ 76
1d100 ⇒ 13


leinathan wrote:
Raz Moonstone wrote:
Azorn the Unscathed wrote:
Raz Moonstone wrote:

Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?

Treat stat bonuses from stat-increasing items as permanent increases to your stats. Basically, characters with stat-increasing items just never take them off. Of course, you'll have to recalculate if you ever lose the item, but that's not the hardest thing.
And I assume we've had the items from the level where we can use them?
Why does that matter? If you're asking about Intelligence or Constitution, skill points and hit points are gained retroactively. You don't need to keep track of how many levels you've had the item on for.

So you're saying that my health will be as if I had +6 Con from level 1?


Raz Moonstone wrote:
leinathan wrote:
Raz Moonstone wrote:
Azorn the Unscathed wrote:
Raz Moonstone wrote:

Just to be sure, when I calculate health, do I use my natural con or the con after item bonuses?

Or both and one health is when I have the item on, and the other is when I don't?

Treat stat bonuses from stat-increasing items as permanent increases to your stats. Basically, characters with stat-increasing items just never take them off. Of course, you'll have to recalculate if you ever lose the item, but that's not the hardest thing.
And I assume we've had the items from the level where we can use them?
Why does that matter? If you're asking about Intelligence or Constitution, skill points and hit points are gained retroactively. You don't need to keep track of how many levels you've had the item on for.
So you're saying that my health will be as if I had +6 Con from level 1?

Yes. If you have 17 Con at level 15, and put a point in Con when you turn level 16, you get +16 HP (1 extra, from 1 to 16 retroactively).

Same with Int and skill points.


What Hedwick said. Also, remember it also works the opposite - if you happen to lose some points in Con (via ability damage or whatever), you will also lose hit points until you recover the lost ability points.

@GM: About my last post, I'm going to build the character quickly, using one of the options I mentioned above (probably the unchained monk), to gain some time while you read and answer. If you then rule otherwise, I would adjust to that.


Just dropping Ahreni in as a submission - she's got the mechanics. I'll deal with fluff later. :)


The Inn:

Rosa looks at all the new comers, then stands up, stooping until she is in the largest part of the roof where the rafters where higher then her 10'6". As he dose she kicks a few out of the way.

"Patron!! food! drink!, set the long table!! Hell's paying tonight!"

Rosa waist as staff come and set a long table with all manner of food and drink.

"Keep it coming until everyone is full. Tomorrow we fight the undead but night you dine will HELL!!"

She slinks a bag of gems at the Bar keep

"Let me know when that's gone"

She looks around.

"Any who can play music do so, lets have a lighter tone"

She holds up her hand and her chair flies over to her hand.
She places it under her and sits.

From a pouch she brings have a dozen bottles of Red seaming wine.

"Hell's Broo, a warm drink on a cold night"
Unstopping a bottle and drinks some steam comes off her as she dose.

"If flame hurt you don't drink, it's got a kick"

Then she places a box of cigars in front of her.

"Come sit, eat drink, order what you like"

She lights another Cigar, her sword is still by the fire.


How much time left on this?


I'm going to make a wizard. Y'all need wizards.


Hoga here, again. Here's one. Stats for a level 20 game, so I need to revise him. I'll have him ready soon.


Fury of the Tempest wrote:
How much time left on this?

It was supposed to be last Saturday. Haven't heard from the DM since.


If that's the case, never mind. :(


I'm kinda tempted to withdraw the Brewkeeper Cleric for a Wizard, myself. But I'll leave him in. Still have to write some stuff for a background.


GM, when will you be starting the game and picking PCs?


Hasn't posted in several days.


Hello Everyone, MarkTwain007 here, creator of Cardinal Serell. It has been several days since we have heard from our GM, and while I hope he comes back, I want to make sure that people’s hard work of creating a level 18 character does not go to waste, so I am planning on running my own PbP game using generally the same character creation rules.

I have not decided exactly what to run yet, if it will be a module, end of an AP a short custom adventure, or some combo of the 3, so if you have a preference, please post that with your character in the new recruitment page. Please note that there may be small changes to character creation rules.

Please make your way over to the other recruitment page and post your character.

New Recruitment


Ok, heading to the new thread then!

Silver Crusade

I would like everyone to have their characters completed by Saturday 10 PM EST. apologies for the scattered posting, work picked up due to school starting and I needed to tie up a few loose ends for my last year in college.


Hey, no worries, bud. Durgan should be pretty much done. Will double check to make sure though.


I am also completed.


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Hi everyone, I've got to withdraw from this as I'm getting married! Have fun!


Congrats!


Well that seem to be that then


Rosa has been picked for another game, So pulling her out of contention :)
Good luck all

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