rorek55 |
Hey all, I am looking to run a higher level scenario. It will basically be me testing out the last encounter/dungeon for a campaign of mine I am running IRL and want to make memorable, both for the combat, and for the RP. The basic premise is, an Anti-paladin and a lich have teamed up and began covering the land in a dark mist that raises the dead, drains the living, and corrupts the land. The armies of the lands are held at bay by literal hordes of undead lead by terrors even paladins would tremble at the sight of. You, the players here, are the last hope for the land as you are by now considered the hero's, the best of the best. All coming from different walks, be it a cleric gifted immense power by their god to stem the dark tide, a soldier having survived and possible turned the tide of several battles. A ranger or druid having finally lost the battle for the forests against the unending tide of undead and corruption, maybe you are a simple man or woman, having lived by your wits, guile, and lies till now, but have come forward to aid in the final struggle, or some other such thing. Please, have fun with your background and feel free to have them accomplish deeds worthy of level 18 heros! Get invested in your character, and feel free to embellish on the world. If players wish to join their backgrounds feel free to. Make up battles! Make up cities! Create an Army for character to have fought with! Or a druid/Ranger circle they were a part of if you wish. The world is your Oyster or something like that.
If you are interested, this scenario will be a quick, but deadly one. due to its nature, it will be more combat heavy than RP, but RP will still be around and kicking as morale questions and the like will come up. This scenario will take you from level 18 to 20 before the last "boss" fight. SO! without further rambling on my part, here are the
creation rules:
27pt buy
starting level- 18
health- Max health every odd level, half+1 every even.
wealth- wealth by level, no tomes of stat boosting :P
traits- 2 traits no drawbacks
crafting- If you can take 10, have the necessary spells (YOU must have the spells) and meet all the requirements you may craft up to 2 items for their crafted value.
classes- all paizo material is open, you must use unchained versions of classes if they have it unless you have a compelling argument for it.
races- core and featured, if you take teifling or aasimar and wish to swap your SLA, you may roll 3 times and chose from the ones rolled.
No spheres of power, No path of War, if you have a 3pp you are just dieing to play, PM me, I will look over it, but don't get your hopes up.
Templates- I have a special plan for these, so, at the moment no templates are allowed.
variant multiclassing is allowed
fractional BaB is allowed
Background skills are allowed- special skill bonuses allowed only for rogues
Combat stamina is Allowed- Fighters only
Alignment- any
posting requirment, during combat encounters, you will have 24 hours before I bot you prefer 1-2 a day, but 1 is more than fine, when out of combat, I would prefer 1 a day, but will give leeway before advancing on.
Feats- Power attack, piranha strike, and deadly aim are all free feats for everyone.
Reasons to apply and enjoy this game:
-Enjoy a high level combat scenario with RP.
-Test out a end level build you have always wanted to try.
-Free reign to go wild with your backstory and be creative
-RP the Hero(or anti-hero) you always wanted to be!
-Help out a GM with fine-tuning his campaigns "final battle"
-Have free time to spare :P
If I forgot anything, or you have any further questions, Feel free to ask! Recruitment will go for about 2 weeks, hopefully allowing everyone enough time
rorek55 |
dotto
Edit: You said no stat-boosting books, but what if we can cast wish? Can we have boosted inherent stats that way with some of our wealth (limited by how many wishes we can cast consecutively?)
hmm. a fair point, but I am going to say no. Partly because it would be a tad unfair, and partly because I forgot that I took Wish out of my campaign.
Also, to add to the OP, I believe I will go ahead and take this time to say I forgot one other thing, I do -not- like the resistance cloak, therefore -Every- Class will have scaling resistances, for you guys, i consider it a +5. Also no cloak of resistance will be purchasable, so feel free to finally use that shoulder/cloak slot for something fun!
Philo Pharynx |
Also, to add to the OP, I believe I will go ahead and take this time to say I forgot one other thing, I do -not- like the resistance cloak, therefore -Every- Class will have scaling resistances, for you guys, i consider it a +5. Also no cloak of resistance will be purchasable, so feel free to finally use that shoulder/cloak slot for something fun!
Good riddance!
BeastMasterFTW |
so for crafting can you use the master craftsman feat? based on what you said i guess not. Also, how would you rule this effect works? it isnt very specific. Undead Controlling
rorek55 |
No master craftsman unless it's part of your character idea. If so PM me what you were thinking about.
No feat tax,
Also, I'll put everything into the campaign info in a day or so, but double slice should have been added to the list of "is no longer a feat" basically you do full damage with off hand weapons without it.
GM_Panic |
Dot O yes very much dot. I have a very nice level 18 PC in mind
: All of them,
-Enjoy a high level combat scenario with RP. [ooc]
-Test out a end level build you have always wanted to try.
-Free reign to go wild with your backstory and be creative
-RP the Hero(or anti-hero) you always wanted to be!
-Help out a GM with fine-tuning his campaigns "final battle"
-Have free time to spare :P
1d100 ⇒ 52 [You gain a +2 bonus on saving throws against poison.]
1d100 ⇒ 46 [You gain an additional +2 racial bonus to your Intelligence score.] [O that looks a winner]
1d100 ⇒ 76 [You can hold your breath for 3 rounds longer than normal.]
Rosa Luminass |
GM Panic here, This is Rosa Luminass
A big scary 12' tall Cleric of the Hell's.
she is what is know as a "Hound of Hell"
She and others likes her are sent to bring back to Hell evil dowers whose time it up or who have broken a Contact with hell. She has with her a hell blade used to Help doomed evil souls make thire way back to hell for judgment. So why is she helping to save a country. You mistake her intent, she's not, she is here to bring the Anti-paladin BACK to hell. Saving the county is just a byproduct of that task.
Note: She IS LE but more Lawful then evil, she is just doing her job.
Hound of Hell, Think evil devil hell cops and your just about there
I will UP her to Level 18 if your Ok with her.
Javell DeLeon |
I'm gonna give it a shot and throw this guy in there: Darnak
I ran him forever ago in a high level campaign. Gonna have to adjust him mechanically, for sure, but there's the gist of him.
And he's probably gonna look a bit different than he does currently seeing how there's a lot more options these days than there were back in the day.
Rosa Luminass |
@Rosa, Go for it, it would work well enough, seeing as the anti-paladin is a lord of darkness that made a contract with Assmody. Go for it.
Thanks GM and I will add that in to her back story, be warned big old scary Rosa is coming. :)
Edward Sobel :) Yep been a while, hope you and yours are well. O and drbuzzard's here as well. All the old guard hehe be some fun PCs here then.
Raisse |
I have an idea for a Blade Adept Arcanist/Eldritch Knight that could be fun for this. I need to sort out the martial dip still (possibly swashbuckler or 2 levels of the swashbuckly paladin perhaps, or the good old fashioned fighter dip). I'll fiddle around with it a bit when I get off work.
Anyone know a way to add Bladed Dash to the arcanist list?
Just in case I go with aasimar/tiefling...
1d100 ⇒ 45
1d100 ⇒ 43
1d100 ⇒ 25
Philo Pharynx |
Anyone know a way to add Bladed Dash to the arcanist list?
A Ring of Spell Knowledge will let you add an arcane spell to your list, but it counts as one level higher. And takes a ring slot.
Raisse |
Raisse wrote:Anyone know a way to add Bladed Dash to the arcanist list?A Ring of Spell Knowledge will let you add an arcane spell to your list, but it counts as one level higher. And takes a ring slot.
Hmm, that's a good idea, but does that work for an Arcanist since they're a weird hybrid prepared/spontaneous?
rorek55 |
Philo Pharynx wrote:Hmm, that's a good idea, but does that work for an Arcanist since they're a weird hybrid prepared/spontaneous?Raisse wrote:Anyone know a way to add Bladed Dash to the arcanist list?A Ring of Spell Knowledge will let you add an arcane spell to your list, but it counts as one level higher. And takes a ring slot.
Far as I can tell, it should work fine. Arcanist is the type of casting wizards should have been anyway imo
rorek55 |
rorek55 wrote:
creation rules:
27pt buy
starting level- 18
health- Max health every odd level, half+1 every even.
wealth- wealth by level, no tomes of stat...Does that point buy include the 4 ability points a level 18 character would have earner by now?
You know, the ones gained at level 4, 8 etc?
No, you gain the ability points from level as normal
Zanbabe |
I'm making a Dhampir Ancestor Oracle with Variant Multiclass in Ghoul Bloodline Sorcerer. She's all about family, and she hates the undead blood that flows in her veins from various sources because it prevents people from moving on to the afterlife and rejoining their families.
She communicates with and gets help from her ancestors on her vast quest to put undead souls to rest by killing them permanently... and specifically, she has family to save that were recently turned undead.
Just a Mort |
How do you feel about Simulacrums, demiplanes, ring gates and not adventuring in person?
I've got an idea for a wizard who will do his adventuring from his own demiplane - but I think I better check if that's allowed first.
Once the simulacrum is destroyed - he'll make no further attempts to send another.
Herkymr the Silly |
DWARVEN Male Alchemist 9 Master chymist 9
speed 20
Str 14
Dex 14
Con 17
Int 19
Wis 12
Cha 9
Standard AC 17 /12 /10
Will 7
Ref 13
Fort 14
Initiative +2
Alchemy(craft) 28
Acrobatics 23
Appraise 13
Climb 6
D.Device 23
Intimidate 22
Linguistics 17
Perception 22
Sense mot 24
SoH 23
Spellcraft 28
Survival 10
Improved crit
Disarm
Reposition
Trip
Disarming strike
Repositioning strike
Brew potion
Throw anything
Catch of guard
Intimidating Prowess
Combat expertise
Accelerated drinker
Skeptic
Feral/furious/and growth give a +2 steps damage 2 claw and 1 bite and +1 size category
+8 Str
+6 Dex
+4 Con
+6 NA
-2 all Mental
Greater / Furious/Grand/Extended/Growth MUTAGENS
preserve Organs 50%
Bombs 14/day 5d6+7 Fire
+2 flaming burst ghost touched mithral heavy mace D8+4
Crown of blasting minor 1/day 3d8 searing light
Gauntlet of Rust = rusting grasp spell 1/day
Amulet of natural armor +5
Belt of stone skin (100/day)
+2 comfort deflecting glamered vital guard Mithral studded leather
Gauntlet of rust
Headband of vast intelligence +6
Ring of counterspells (hold person)
Ring of Evasion
Robe of Runes
Spectacles of Thought seeing
Wand of cure crit
Cure mod
Serious
Handy Haversack
All tools vest
Amulet of NA +5
Belt of stone skin
Boots of speed
Cloak of arachnida
Crown of minor blasting
Abyssal/aquan/auran/catfolk/ celestial/ dwarven/ dark folk/ elven/ gnome/ daemonic/goblin/grippli/halfling/ignan/Infernal/ Orc
I still need to finish gear (common)
I will give you the spells I know if needed
Philo Pharynx |
Okay, here's Venn.
While all Pharasmans fight the undead, there are special orders dedicated to seeking out the unbodied. Ghosts, shadows, specters, wraiths. These elite forces seek out the unquiet spirits and send their souls on.
Venn was found as a child, born to a necromantic cult. The cult was destroyed, but the child could not effectively fight. But the youth had a connection to the spirit realm and the ectoplasmic energy. A rare talent and one worth cultivating. Their inherent talents made them perfect weapons against the spirit threat. Because of his looks, it was months later that they found out he was fiend-touched.
Venn trained to become a warrior, wielding ectoplasm and positive energy to kill the fiends. He fought hard for a dozen years, sending many dead to their judgement. At the end, their group was drawn into a vortex into a necromantic demiplane locked away ages ago. A strange geometric temple was filled with the dead and a primordial spirit of death. Perhaps a dead god. When they finally disrupted the plane and left, half of them were gone.
After such a career, he chose to stand down. He married a widow with children. There was no need to pass on tainted blood. He continued in Pharasma's service, preparing the dead for proper burial.
But with the new threat looming over over them, he could not stay alone. He once again donned the suit of grey silk emblazoned with a spirit trapped in the red spiral of Pharasma.
Venn Kamen
Oni-spawn tiefling spiritualist (ectoplasmatist) 18 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 72, 108)
NG Medium outsider (native)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +26 (+28 vs Undead)
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Defense
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AC 32, touch 22, flat-footed 26 (+6 armor, +5 deflection, +6 Dex, +1 insight, +4 shield)
hp 243 (18d8+126)
Fort +23, Ref +18, Will +26 (+1 insight bonus vs spells, spell-like abilities, and supernatural abilities of Undead)
Defensive Abilities ectoplasmic armor; DR 2/bludgeoning, 5/magic; Resist cold 7, electricity 7, fire 7, negative energy 12, positive energy 12
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee +5 cunning keen ectoplasmic lash +27/+22/+17 (1d8+12/17-20) or
. . dagger +21/+16/+11 (1d4+7/19-20)
Special Attacks spiritual combatant
Spell-Like Abilities (CL 18th; concentration +21)
. . At will—deathwatch
Spiritualist Spell-Like Abilities (CL 18th; concentration +30)
. . At will—detect undead
. . 3/day—calm spirit[OA] (DC 10)
. . 1/day—call spirit[OA] (DC 13), see invisibility (10 min)
Spiritualist (Ectoplasmatist) Spells Known (CL 18th; concentration +30)
. . 6th (4/day)—harm (DC 23), heal, greater heroism, undeath to death (DC 23)
. . 5th (5/day)—break enchantment, breath of life (DC 22), disrupting weapon, incorporeal chains[OA]
. . 4th (6/day)—death ward, dimension door, freedom of movement, greater invisibility, telekinetic maneuver[OA]
. . 3rd (7/day)—clairaudience/clairvoyance, dispel magic, ectoplasmic snare[OA] (DC 20), force punch[UM] (DC 20), haste, nondetection
. . 2nd (7/day)—cure moderate wounds, false life, purge spirit[OA] (DC 19), resist energy, see invisibility, status (DC 19)
. . 1st (7/day)—alarm, cure light wounds, lightfingers, mindlink[OA], touch of gracelessness[APG] (DC 18), unseen servant
. . 0 (at will)—detect magic, grave words[OA], guidance, light, mage hand, message
--------------------
Statistics
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Str 24, Dex 22, Con 22, Int 10, Wis 24, Cha 7
Base Atk +13.5; CMB +21 (+22 disarm, +22 steal); CMD 42 (51 vs. grapple)
Feats Anatomical Savant, Combat Reflexes, Deadly Aim, Iron Will, Power Attack, Pushing Assault[APG], Spirit Beacon, Spirit Sight, Weapon Focus (ectoplasmic lash), Weapon Trick (one-handed Weapons), Weapon Versatility
Traits seeker, unscathed
Skills Acrobatics +12, Appraise +1, Bluff -1, Climb +8, Diplomacy -1, Disguise -1, Escape Artist +12, Fly +24, Heal +8, Intimidate -1, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +11, Knowledge (planes) +9, Knowledge (religion) +19, Linguistics +12, Perception +26 (+28 vs Undead), Profession (embalmer) +18, Profession (librarian) +18, Ride +7, Sense Motive +8 (+9 vs Undead), Stealth +21, Survival +8 (+10 to avoid becoming lost), Swim +9
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Necril, Nightsong, Shae
SQ bullying, ectoplasmic lash, ectoplasmic lash reach, hero points, pass for human
Combat Gear gravewatch pendant[UE], ring of invisibility, wand of cure light wounds (10), wand of lesser restoration (50 charges), wand of restoration, air crystal (10), scent blocker (10); Other Gear +1 amorphous deathless frosted invulnerability spell dodging sunsilk silken ceremonial armor[UC], quick block buckler[UE], dagger, belt of physical perfection +6, boots of speed, chest piercings (major), clear spindle ioun stone, cloak of displacement, minor, dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of aerial agility (wis +6)[UE], pale green prism ioun stone, pale ruby trillian ioun stone, ring of protection +5, wayfinder[ISWG], bedroll, bottled sunlight (5), canteen[UE] (5), signal whistle, soap, spider's silk rope (200 ft.)[APG], spyglass, trail rations (15), wandermeal[UE] (30), weapon cord[APG] (10), wrist sheath, spring loaded, wrist sheath, spring loaded, 683 gp, 2 sp, 9 cp
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Special Abilities
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Anatomical Savant (Ectoplasmic Lash) With chosen weapon, reduce fortification and similar by 25%, treat imm as 100% fortification.
Bullying +1 racial bonus on combat maneuver checks to disarm or steal
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ectoplasmic Armor (Su) When manifesting ectoplasmic lash, gain an armor bonus.
Ectoplasmic Lash (1H weapon [1d8, 19–20/×2]) (Su) As a full round action, can manifest one or two ectoplasm weapons.
Ectoplasmic Lash Reach (10 feet) Reach of lashes increase.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (12) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (12) You have the specified Energy Resistance against Positive Energy attacks.
Fly (60 feet, Good) You can fly!
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spirit Beacon (Undead) +2 Percept & +1 Sen Motive & +1 dodge vs Undead,+1 will insight bon vs spells of Undead
Spirit Sight Invisible creatures of the fey, outsider, & undead types gain only concealment from you.
Spiritual Combatant (Su) As a full rd action, make full att with one hand at -2 and cast standard action spell with other.
Weapon Trick (One-Handed Weapons) You may perform weapon tricks with the chosen weapon type.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).