Undead Survival adventure. pathfinder 1st edition


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The gods have abandoned us. the dying man said to those that surrounded him, his face wracked with pain and suffering immensely. His lower abdomen, below the ribcage, was torn wide open, spilling his internal organs across his lap and onto the floor. Blood spit forth from his lips as he coughed, and he wheezed. I was not strong enough...to save you, to save myself. And because of my doubt, i have failed all of you His body shook and he gasped a final breath, before expelling it slowly, the light fading from his eyes as he took on the look of one looking far beyond, into the ether of death.

That...that was our last, best hope Johanna remarks snidely, and snorts as everyone looks at her, aghast at her bluntness. Well, it was. Let's face it, without Angar, we'd be dead and risen as the undead long before she says, sweeping her hands towards the walls. its not the walls that she is talking about, but the horde of undead that now roam the land unchecked.

As if to reinforce her point, several loud moans bellow from outside, several far away, with others nearby.

Be that as it may, we still have to carry on...harnell replies, hope filling his face momentarily until he winces and shakes his head. if we dont carry on, then we might as well slit our throats now and get it over with. He says, staring hard at Johanna, who holds his gaze a moment before looking away.

Carry on? with what!? we're out of food. out of water. Our main source of healing is dead, unless percius there can get over his shakes and summon up a bit of healing charm from his Lord? Marzel snaps from the shadows of the room, and a strange huddle of rags near the fire shakes in response.

Lynnl holds up her hands in an effort to keep the noise down before it rises too loud, garnering the attention of the undead that wander outside. Quiet! she hisses. We have some food. and we have water.

Sure, if there was only three of us. but there's 15 of us! That's not going to feed us through the night. Marzel snaps back the nearest food is 6 blocks away at the stockade. and water?! thats 8 blocks in the opposite direction. And it was delivered before...before all this happened!

a long, drawn out pause fills the air as everyone shifts, glancing at everyone else. The situation is hopeless, death is in the air...

...or is it?

********

howdy! if you read this far, youre intrigued. An undead survival adventure in time for Halloween?! say it isnt so!

so heres what im looking to do.

1st level adventure using pathfinder 1st edition rules, mixed with resource management.

Character creation

1st level
stats: roll 4d6, drop the lowest.
Max Hit points
Core races only
starting wealth: max wealth +50gps
one trait
alignment: i will allow one! evil aligned PC.

no unchained, no mystic.

also, to be fair, i will allow you to make PC that specializes in the undead, if you roll between 01-10 on a d100.

if you have any questions, feel free to ask.

This will be open until friday or saturday. id like to start this by the end of this week, start of next week.

thanks!!!!


Let's see what we come out with:

STR: 4d6 ⇒ (6, 3, 3, 2) = 14 Drop lower = 12
DEX: 4d6 ⇒ (3, 1, 5, 1) = 10 Drop lower = 9
CON: 4d6 ⇒ (1, 4, 3, 2) = 10 Drop lower = 9
INT: 4d6 ⇒ (2, 2, 1, 4) = 9 Drop lower = 8
WIS: 4d6 ⇒ (3, 5, 6, 5) = 19 Drop lower = 16
CHA: 4d6 ⇒ (6, 5, 6, 1) = 18 Drop lower = 17

Great charisma and wisdom, good strength, and lousy dexterity, constitution, and intelligence...

Specialized: 1d100 ⇒ 93 = Nothing to see here...

Recommendations?


Dotting
Stat: 4d6 ⇒ (6, 5, 5, 1) = 17
Stat: 4d6 ⇒ (1, 4, 3, 2) = 10
Stat: 4d6 ⇒ (5, 3, 3, 1) = 12
Stat: 4d6 ⇒ (6, 4, 5, 1) = 16
Stat: 4d6 ⇒ (4, 3, 5, 1) = 13
Stat: 4d6 ⇒ (3, 4, 1, 5) = 13

Stat: 1d100 ⇒ 5
sweet


Dotting
4d6 ⇒ (5, 5, 6, 3) = 19 (16)
4d6 ⇒ (4, 1, 2, 3) = 10 (9)
4d6 ⇒ (1, 1, 6, 6) = 14 (13)
4d6 ⇒ (5, 6, 4, 3) = 18 (15)
4d6 ⇒ (3, 5, 2, 3) = 13 (11)
4d6 ⇒ (4, 3, 5, 3) = 15 (12)
1d100 ⇒ 31


JohnnyBlack wrote:

Let's see what we come out with:

STR: 4d6 Drop lower = 12
DEX: 4d6 Drop lower = 9
CON: 4d6 Drop lower = 9
INT: 4d6 Drop lower = 8
WIS: 4d6 Drop lower = 16
CHA: 4d6 Drop lower = 17

Great charisma and wisdom, good strength, and lousy dexterity, constitution, and intelligence...

Specialized: 1d100 = Nothing to see here...

Recommendations?

An academy award winning performance?

I never said that the stats were rolled in order.

Grand Lodge

Stat : 4d6 ⇒ (6, 6, 2, 2) = 16 14
Stat : 4d6 ⇒ (1, 3, 6, 2) = 12 11
Stat : 4d6 ⇒ (4, 5, 4, 5) = 18 14
Stat : 4d6 ⇒ (6, 1, 3, 6) = 16 15
Stat : 4d6 ⇒ (5, 2, 2, 2) = 11 9
Stat : 4d6 ⇒ (5, 5, 4, 5) = 19 15

1d100 ⇒ 40

Think I will build and inquisitors.


4d6 ⇒ (3, 6, 5, 4) = 18 (15)
4d6 ⇒ (4, 2, 4, 5) = 15 (13)
4d6 ⇒ (5, 5, 1, 5) = 16 (15)
4d6 ⇒ (5, 5, 4, 6) = 20 (16)
4d6 ⇒ (2, 4, 3, 5) = 14 (12)
4d6 ⇒ (5, 6, 4, 5) = 20 (16)

1d100 ⇒ 15

So if we didn't roll between 1-10 on the d100, does that mean we can't go cleric or paladin with positive energy?


Stats: 4d6 ⇒ (4, 5, 5, 2) = 16 14
Stats: 4d6 ⇒ (4, 6, 6, 3) = 19 16
Stats: 4d6 ⇒ (4, 2, 6, 4) = 16 14
Stats: 4d6 ⇒ (3, 3, 5, 5) = 16 13
Stats: 4d6 ⇒ (5, 2, 2, 5) = 14 12
Stats: 4d6 ⇒ (1, 3, 1, 2) = 7 6

100: 1d100 ⇒ 1

Well, wasn't doing too back until those two ones ending up with a 6. I wasn't originally planning on an undead focus as I had a dwarf Inquisitor I had made for a Walking Dead of Golorian Kazgar Shieldsmith. I was planning on modifying and I still may. Need to figure out what to do with that 6.


If selected, this will be a very interesting character.
===========================
Belleza is a star. Beautiful and charming, she has been the face and voice of the church of Shelyn since her 8 years old. Now, at 16, she has become the pinnacle of charm and beauty in a maiden, what an evangelist of Shelyn must be.
Her rhetoric and beauty have converted many people to the flock of the eternal rose, but so far no man has even caught the eye of her, a devout follower of the eternal maiden.
Armed with her charm, training, an expensive and beautiful dress and accompanying jewelry, she is perfectly equipped to deal with a new day in the service of Shelyn, and her task of converting people to her church.
And completely unprepared for an undead invasion.
============================
Yes, it will be a challenge, but I think she can be a good character for your adventure. She is quite unable to fight, and most of her spells and abilities don't work on undead, but I think she can help her fellow survivors by supporting, healing and boosting them.
By the way, her archetype lets her fulfill a bard's role besides her cleric one.
Her character sheet is here.
Please let me know if you have any questions or comments, and I hope you want to see her dealing with the undead as much as I,


4d6 ⇒ (2, 5, 2, 4) = 13 11
4d6 ⇒ (3, 4, 1, 5) = 13 12
4d6 ⇒ (5, 3, 2, 6) = 16 14
4d6 ⇒ (1, 4, 5, 6) = 16 15
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (5, 6, 4, 3) = 18 15
1d100 ⇒ 66

Let's see, what suits this campaign.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Dotting, very interesting


4d6 - 2 ⇒ (4, 3, 2, 5) - 2 = 12
4d6 - 1 ⇒ (1, 1, 1, 3) - 1 = 5 ha ha no
4d6 - 2 ⇒ (2, 2, 6, 6) - 2 = 14
4d6 - 3 ⇒ (3, 3, 4, 5) - 3 = 12
4d6 - 2 ⇒ (2, 5, 6, 6) - 2 = 17
4d6 - 3 ⇒ (4, 3, 3, 5) - 3 = 12

1d100 ⇒ 61


theasl wrote:

4d6-2

4d6-1 ha ha no
4d6-2
4d6-3
4d6-2
4d6-3

1d100

Could put it in int. Then youd be immune to the hungry brain eaters


Will this be a 1shot or will we level up?


4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10
4d6 - 1 ⇒ (1, 5, 3, 4) - 1 = 12
4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
4d6 - 1 ⇒ (1, 1, 3, 4) - 1 = 8

Specialist: 1d100 ⇒ 93

Couple questions as I ponder a character

1) How long of a game are you planning?
2) How many people are you looking to accept? Are you looking for average party size or are you wanting to fill out all 15 slots?


Ellioti wrote:
Will this be a 1shot or will we level up?

Will be some leveling up


Undead: 1d100 ⇒ 63
1: 4d6 ⇒ (4, 1, 4, 5) = 14 13
2: 4d6 ⇒ (5, 3, 6, 2) = 16 14
3: 4d6 ⇒ (3, 5, 6, 5) = 19 16
4: 4d6 ⇒ (2, 1, 1, 5) = 9 8
5: 4d6 ⇒ (4, 6, 6, 3) = 19 16
5: 4d6 ⇒ (6, 5, 4, 3) = 18 15
Reasonable, archer or alchemist


Undead: 1d100 ⇒ 16
1: 4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
2: 4d6 - 1 ⇒ (4, 1, 1, 6) - 1 = 11
3: 4d6 - 1 ⇒ (6, 6, 1, 5) - 1 = 17
4: 4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
5: 4d6 - 1 ⇒ (1, 2, 6, 2) - 1 = 10
6: 4d6 - 2 ⇒ (3, 2, 3, 6) - 2 = 12


Hey RIZZENMAGNUS,

So Golarion or somewhere else? Are firearms early or advanced?

4d6 - 1 ⇒ (3, 5, 4, 1) - 1 = 12
4d6 - 1 ⇒ (6, 1, 3, 5) - 1 = 14
4d6 - 2 ⇒ (2, 5, 3, 4) - 2 = 12
4d6 - 3 ⇒ (5, 3, 4, 6) - 3 = 15
4d6 - 2 ⇒ (4, 2, 6, 2) - 2 = 12
4d6 - 1 ⇒ (3, 6, 1, 5) - 1 = 14

undead: 1d100 ⇒ 80


Let’s see what the dice have to say.

4d6 ⇒ (2, 4, 5, 5) = 16-2=14
4d6 ⇒ (1, 1, 2, 2) = 6-1=5
4d6 ⇒ (2, 1, 4, 4) = 11-1=10
4d6 ⇒ (5, 5, 6, 5) = 21-5=16
4d6 ⇒ (1, 6, 1, 6) = 14-1=13
4d6 ⇒ (2, 3, 5, 5) = 15-2=13

1d100 ⇒ 68

16, 14, 13, 13, 10, 5

Uh...hmm. Probably not, then. No rerolls or anything that might mitigate that 5?


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

stat roll:

1: 4d6 ⇒ (1, 4, 3, 3) = 11 -> 10
2: 4d6 ⇒ (6, 4, 6, 3) = 19 -> 16
3: 4d6 ⇒ (4, 3, 2, 6) = 15 -> 13
4: 4d6 ⇒ (1, 6, 2, 3) = 12 -> 11
5: 4d6 ⇒ (2, 2, 1, 2) = 7 -> 6
6: 4d6 ⇒ (5, 6, 3, 1) = 15 -> 14

Undead: 1d100 ⇒ 98


4d6 - 2 ⇒ (2, 2, 3, 6) - 2 = 11
4d6 - 1 ⇒ (3, 1, 5, 6) - 1 = 14
4d6 - 2 ⇒ (3, 4, 2, 5) - 2 = 12
4d6 - 3 ⇒ (4, 3, 4, 3) - 3 = 11
4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14
4d6 - 3 ⇒ (3, 6, 3, 5) - 3 = 14

Quick question: what specifically does no mystic mean? no arcane casting, no occult classes, or something else?


these were my rolls:

Ellioti wrote:

4d6 11

4d6 12
4d6 14
4d6 15
4d6 18
4d6 15
1d100

Let's see, what suits this campaign.

Here's my submission:

Herb the Hermit:

Male Human cleric 1
N Medium humanoid (human)
Init +3, Senses Perception +2
=================================================
DEFENSE
=================================================
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor)
hp 11 ((1d8)+3)
Fort +4, Ref +3, Will +4
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee longspear +4 (1d8+6 /x3)
Melee longspear +4 (2d6+7 /x3) [while enlarged, also getting -2 AC]
Ranged light crossbow +3 (1d8 19-20/x2)

Cleric spells prepared
1st-Enlarge Person*, Hide from Undead, Shield of Faith
Oth-Guidance, Light, Create Water
*:Domain spell.
Deity Gozreh; Domains Plant domain (Growth Subdomain) and Wolf domain
=================================================
STATISTICS
=================================================
Str 18, Dex 17 (15+2), Con 14, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +4 (+9 trip); CMD 17
Feats Improved Trip (Domain) Combat Reflexes (1st), Fury's Fall (Human)
Skills Heal +6, Knowledge (Nature) +6, Knowledge (Religion) +5, Spellcraft +5
Traits Devotee of the Green
Languages Common, Sylvan
SQ Enlarge 5/day
Consumables Scroll of Protection from Evil, Scroll of Obscuring Mist, Scroll of Bless, Scroll of Magic Weapon
Gear longspear, sickle, cold-iron dagger, light crossbow, 30 crossbow bolts, leather lamellar, 2x wooden holy symbol, 2x spell component pouch, masterwork backpack, 15.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 3 times per day.
Devotee of the Green (Knowledge (Nature)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Plant Domain (Growth subdomain) You find solace in the green, can grow defensive thorns, and can communicate with plants.
Granted Powers:
Enlarge: As a swift action you can enlarge yourself, as if you were the target of the enlarge person spell. You can use this ability 5 times per day.
Wolf Domain You run with the pack and are the master of the cold hunt of your spirit totem.
Granted Powers:
Improved Trip: You gain Improved Trip as a bonus feat.
=================================================
BACKGROUND
=================================================
The people know of Herb, just not much about him. He's a loner who used to live in a shed in the forest nearby. Because he usually kept to himself he earned the nickname Herb the Hermit. Those who passed through the forest sometimes saw him and he usually returned a friendly wave, but that's about it. Because of this everyone just assumed he was a Druid of sorts and did his "one-with-nature"-thing. His long beard and the dirty long robes supported any stereotype.
But he wasn't and he didn't. He was a devout follower of Gozreh, the god of the storm and sky. His shrine was a wooden construction near a small lake the town's children also use for a refreshing bath in the summer.
He spent all day long praying. For him this has the form of tending to the fauna and flora, listening to the wind and watching the birds in the sky.
This was until a few days ago, when the Undead came and he had to pack his things and flee into town. Now he's one of the last 15 and his minor ability to create water by Gozreh's will, is about all he can bring to the table.

If I could take a 2nd trait it would be one that makes Survival a class skill. Because I can't, I want to ask the following: May I get Survival as a class skill in exchange for one or two of (Appraise, Diplomacy, Linguistics)?

While this is a cleric, this is definitely not an anti-undead build. With his low cha channeling vs. undead would be a very bad call.


4d6 - 2 ⇒ (3, 5, 2, 4) - 2 = 12
4d6 - 1 ⇒ (6, 5, 6, 1) - 1 = 17
4d6 - 4 ⇒ (5, 5, 4, 5) - 4 = 15
4d6 - 1 ⇒ (5, 3, 2, 1) - 1 = 10
4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16
4d6 - 2 ⇒ (4, 2, 5, 2) - 2 = 11
1d100 ⇒ 65

17/16/15/12/11/10

Background:

Gul was born to the Dushikh tribe, the daughter of the tribe’s stronghold and a bard who managed to talk his captivity into an altogether more comfortable affair. Growing up in their stronghold, the half-orc was steeped in the ways of her Orcish kin. But her survival had always been contingent on the protection offered by the prestige of her mother, for none would risk the ire of the shaman. Gul did all she could to prove herself a true orc, up and to mastering the use of the butchering axe. But it was never enough to truly belong.

Thus, when her mother was mortally wounded in an ambush on a group of travelers which went horrifically wrong, Gul slipped away into the night. She didn’t trust her tribe on how she would be treated without a patron. She decided that if the orcs would not accept her, then perhaps humans would. If nothing else the majority of them seemed weak enough that they might well pay her to be a mercenary.

Little did she know that the town she wandered into would have such a dire undead-problem...

Half-Orc Destined Primalist Bloodrager. Sadly no spells until lvl4. But she has a butchering axe and knows how to use it.


on a side note regarding my submission of Herb the Hermit. I took the Wolf domain from the druid animal and terrain domains, because the text says

Quote:
Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.

I took this as a cleric of a god of nature should be allowed these domains. If you as a GM disagree, I'd take the separatist archetype, which allows any domain as your second domain.


Robert Henry wrote:

Hey RIZZENMAGNUS,

So Golarion or somewhere else? Are firearms early or advanced?

more of a generic city location. but if you need something hard and fast, then we could say outside of Waterdeep in Forgotten Realms, just to make it interesting.

firearms will be early.


Ouachitonian wrote:

Let’s see what the dice have to say.

4d6-2=14
4d6-1=5
4d6-1=10
4d6-5=16
4d6-1=13
4d6-2=13

1d100

16, 14, 13, 13, 10, 5

Uh...hmm. Probably not, then. No rerolls or anything that might mitigate that 5?

no rerolls.

btw, I easily see a nasty smelling, foul mouthed, nonsociable fighter or ranger with those rolls


Vrog Skyreaver wrote:

4d6-2

4d6-1
4d6-2
4d6-3
4d6-1
4d6-3

Quick question: what specifically does no mystic mean? no arcane casting, no occult classes, or something else?

meant to say Mythic. came out as mystic and i failed my "spellcheck" review, lol.


Ellioti wrote:

on a side note regarding my submission of Herb the Hermit. I took the Wolf domain from the druid animal and terrain domains, because the text says

Quote:
Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.
I took this as a cleric of a god of nature should be allowed these domains. If you as a GM disagree, I'd take the separatist archetype, which allows any domain as your second domain.

no, its fitting for your back story.


Gul gra-Dushnikh wrote:

4d6-2

4d6-1
4d6-4
4d6-1
4d6-2
4d6-2
1d100

17/16/15/12/11/10

** spoiler omitted **

Half-Orc Destined Primalist Bloodrager. Sadly no spells until lvl4. But she has a butchering axe and knows how to use it.

have axe, will survive!


What else in life is needed? If there is ever a problem your axe can’t solve then your problem is that your axe is too small.

——

And by the way, what I would do with a ‘5.’

* Lore, Nature or Lunar Oracle. Cha for AC, Ref, CMD instead of Dex.
* Lame Curse (-10 movement)
* Low dex means low Initiative, Ride, Stealth, Acrobatics

The character has a peg-leg. Lost years ago, he hobbles around as best he can.

And because I’m thinking about it...The character was a pirate who was the ship’s doctor, dentist, and cook. Why level 1? Because the one and only time he had to get into a real fight, he lost his leg to a ballista. Has given up the pirate life and returned to land...only to be stuck in a zombie apocalypse. And with the bum leg, fleeing isn’t an option.

That means 17/14/12/12/12/5

Example Pirate
Str (12) Life on the seas is rough, and weaklings need not apply
Dex (5) Used to be a 15 until a ballista took your leg off at the knee
Con (14) Only the hard can eat hardtack
Int (12) Smart enough to not have to speak like a pirate
Wis (12) Is that a ship in the fog? Probably...
Cha (19) Primary Spell Caster

And if you feel the need to melee beyond your class, then worship Desna. Lvl1 Feat divine Fighting Style. Now use Cha for Hit and Damage with a Starknife


RIZZENMAGNUS wrote:
meant to say Mythic. came out as mystic and i failed my "spellcheck" review, lol.

Fair enough. I'll get a character posted this evening.


Oh, forgot to roll this: Undead Focused?: 1d100 ⇒ 85


Here's my character; I didn't write him a large backstory, but it should get the basics across.

Derlan:

CG Halfling Kineticist 1
str 9
dex 16
con 14
int 12
wis 14
cha 13

HP 11
AC 18 (10 base +3 dex +4 armor +1 size); T: 14; FF: 15
BAB 0
Init +5

Fort +5
Ref +6
Will +3

Speed 20'

Weapons:
1) Kinetic Blast: +4 (5 w/PB) to touch hit; 1d6+2 (3 w/PB) damage; 20/x2 crit

Skills:
Escape Artist r1 +7
Intimidate r1 +5
Perception r1 +7
Stealth r1 +11
UMD r1 +5

Languages:
Common
Elven
Halfling

Traits:
Bellflower Contact
Reactionary

Feats:
Point Blank Shot

Class Features:
Burn (max 5)
Gather Power (1/2/3)
Elemental Focus: Fire
- Kinetic Blast: Fire Blast
- Infusions: Fan of Flames (DC 14 Ref Save)

Equipment:
Chain Shirt

Backstory:

Derlan is an active member of the Bellflower Network, working to free all slaves, but especially Cheliaxian slaves. Derlan was in the area when the initial outbreak started, and did his best to protect refugees where he could.


4d6 ⇒ (2, 4, 4, 5) = 15 13
4d6 ⇒ (1, 4, 3, 5) = 13 12
4d6 ⇒ (3, 1, 2, 1) = 7 6
4d6 ⇒ (1, 5, 2, 2) = 10 9
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (5, 5, 4, 2) = 16 14

uh. that's a bit low for my taste...


4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (5, 6, 1, 5) = 17 16
4d6 ⇒ (5, 3, 6, 3) = 17 14
4d6 ⇒ (4, 1, 2, 5) = 12 11
4d6 ⇒ (4, 6, 6, 2) = 18 16
4d6 ⇒ (3, 3, 6, 2) = 14 12
undead focus: 1d100 ⇒ 6

that is one solid array! I have a particular build in my head that I need to bring to paper...Not sure if I actually need the undead focus


4d6 - 1 ⇒ (3, 1, 5, 3) - 1 = 11
4d6 - 2 ⇒ (2, 6, 2, 5) - 2 = 13
4d6 - 1 ⇒ (6, 5, 6, 1) - 1 = 17
4d6 - 1 ⇒ (1, 3, 2, 6) - 1 = 11
4d6 - 1 ⇒ (4, 1, 4, 4) - 1 = 12
4d6 - 4 ⇒ (3, 3, 4, 4) - 4 = 10


RIZZENMAGNUS,

You seem to have missed my earlier posted questions.

Couple questions as I ponder a character

1) How long of a game are you planning?
2) How many people are you looking to accept? Are you looking for average party size or are you wanting to fill out all 15 slots?


Slayde77 wrote:

RIZZENMAGNUS,

You seem to have missed my earlier posted questions.

Couple questions as I ponder a character

1) How long of a game are you planning?
2) How many people are you looking to accept? Are you looking for average party size or are you wanting to fill out all 15 slots?

1)it's open ended. Until there reaches a point where the party will survive...or everyone in the inn dies.

2) 4-6 players...i see the other NPCs as open ended potential PCs that the players could fall back on should their pc die


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

4d6 ⇒ (1, 5, 4, 3) = 13 = 12
4d6 ⇒ (1, 4, 1, 4) = 10 = 9
4d6 ⇒ (3, 1, 5, 4) = 13 = 12
4d6 ⇒ (1, 5, 2, 5) = 13 = 12
4d6 ⇒ (1, 2, 3, 3) = 9 = 8
4d6 ⇒ (6, 5, 1, 5) = 17 = 16

Undead Stuff: 1d100 ⇒ 10 Yes

I see a very suboptimal fun character in my future. Will hopefully get a character in here before the deadline!


Oof. 13 point buy. But can be anti-undead. Look forward to seeing how you can leverage that:


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

@GM: I've noticed some negative feelings on the boards towards the classes from Occult Adventures, so would you have any issue with a spiritualist?


Completed Characters
* Gul: Half-Orc Bloodrager
* Derlan: Halfling Kineticist (Fire)
* Belleza: Human Cleric of Shelyn
* Herb: Human Cleric of Gozreh


Arrannai wrote:
@GM: I've noticed some negative feelings on the boards towards the classes from Occult Adventures, so would you have any issue with a spiritualist?

Got a link?


Garidan Hemlock wrote:

4d6 12

4d6 16
4d6 14
4d6 11
4d6 16
4d6 12
[dice=undead focus]1d100 6

that is one solid array! I have a particular build in my head that I need to bring to paper...Not sure if I actually need the undead focus

crunch and background for my halfling druid child:

Gabriel van Halfling
Male Halfling druid 1 Archetypes Nature Fang
NG Small humanoid (halfling)
Init +4, Senses Perception +9
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DEFENSE
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size )
hp 10 ((1d8)+2)
Fort +4, Ref +5, Will +6, +2 vs. fear
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OFFENSE
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Speed 20 ft.
Ranged sling +5 (1d3+1), within 30 ft. +6 (1d3+2)
Ranged Disrupt Undead +5 vs touch (1d6), within 30 ft. +6 (1d6+1)
Ranged Acid Dart +5 vs touch (1d6), within 30 ft. +6 (1d6+1)
Melee dagger +2 (1d3+1/19-20)

Prepared Spells
Druid (CL 1st; concentration +4)
1st-cure light wounds (DC 14), magic stone, magic stone*
0th-create water, light, disrupt undead
*:Domain spell.
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STATISTICS
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Str 12, Dex 18, Con 12, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot
Skills Heal +7, Knowledge (Nature) +5, Perception +9, Spellcraft +5, Survival +7
Trait Two-World Magic (Disrupt Undead)
Languages Common, Druidic, Dwarven, Halfling
Consumables scroll (magic stone), flask of holy water, scroll (cure light wounds), scroll (faerie fire)
Gear sling, peasant's outfit, studded leather, backpack, spongestones (10), spell component pouch x2, sling bullets (20), cold iron dagger, 18.8 gp
SQ Acid Dart 6/day, Studied Target +1
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SPECIAL ABILITIES
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Class features
Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage. You can use this ability 6 times per day.
Domains Earth (Caves Subdomain)
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Racial
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Warslinger Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces the sure-footed racial trait.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
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BACKGROUND
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Gabriel is a 15 years old halfling boy, son of two goat farmers. While he loves the goats, he spent most of his short life playing and just being a child. His favorite playing ground were the caves in the nearby mountains which he knows better than anyone. He used to spend all day exploring them, even staying overnight.
Since the invasion began, he advocated for leaving the village and hiding in his caves, where they would be safe. But his father wasn't convinced and now it seems too late. Gabriel's mother is not with them, but is probably safe, as she and his brother were out of town several days' rides away.
Gabriel spends his time in the 2nd floor watching and studieing the enemy every moment through the window.


He's a ranged damage dealer, as good as it gets with a small sling... Could be a controller later on being a full caster.


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Here is a link. Basically a summoner but with a phantom and psychic spells instead of arcane.

Grand Lodge

I think I have someone that will fit well. Meet Valin Kal the inquisitor.

Light backstory about Valin's adult life as I don't know about the world yet:

Valin Kal is a worshiper of a warrior god (one that works for the setting). For most of his adult life ha has severed at the side of a Magisters (a travelling judge/ investigator) protecting them and training with them before he meet his unfortunate demise. For a warrior of his calibre, he is reasonably well studied in the types of criminals he has most commonly come across. Valin is a pious and serious officer of the law and a staunch defender of those around him.

Build:

Male human inquisitor (sanctified slayer) 1
None Medium humanoid (human)
Init +4; Senses Perception +7
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5

OFFENSE
Speed 30 ft.
Melee cold iron greatsword (two handed) -1 ((two handed) 2d6+4/19-20)
Melee longspear (two handed) +3 ((two handed) 1d8+4/x3)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks hateful retort, stern gaze

Known Inquisitor Spells (CL 1st, concentration +4): 1st (2/day)—barbed chains(DC 14), divine favor
0 (at will)—detect magic, disrupt undead, guidance, read magic

STATISTICS
Str 17, Dex 14, Con 14, Int 11, Wis 17, Cha 9
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes
Skills Acrobatics +0 , Bluff +6 , Climb +1 , Diplomacy +3 , Disguise +2 , Escape Artist +0 , Fly +0 , Intimidate +0 , Knowledge (Planes) +4 , Knowledge (Planes) (ID monster) +7 , Knowledge (Religion) +4 , Knowledge (Religion) (ID monster) +7 , Perception +7 , Ride +0 , Sense Motive +4 , Stealth +0 , Survival +7 , Swim +1
Traits reactionary
Languages Common
SQ deceitful lore, dual talent, monster lore, studied target, studied target
Gear lamellar (leather), cold iron greatsword, longspear, outfit (executioner's)

SPECIAL ABILITIES
Anger Inquisition
Deceitful Lore (Ex) A reaper of secrets adds her Wisdom modifier on Bluff and Disguise skill checks in addition to her Charisma modifier.

Domains
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Hateful Retort (Ex) Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you've already attacked in the round.

Inquisitor ~ Domains
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Studied Target (Ex) A sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

Studied Target (Ex) A slayer can study an opponent to gain a +2 bonus on Bluff, Knowledge, and Sense Motive; a +2 bonus on Perception, and Survival checks attempted against that opponent; and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against 2 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.


This is Robert Henry's applicant, I was waffling between paladin, samurai and a barbarian. Finally went with the barbarian.

I haven't been in Waterdeep since Neverwinter Nights, so a little rusty on the setting.

Kunala is from the north, specifically the Savage frontier A young Illuskan Barbarian, come to the big town to see the sights and possibly find work.

I will have more in the description soon.


Ok, I've got Kazgar Shieldsmith updated and ready to go.

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