The Ruins of Undermountain call to you


Recruitment


Okay, I don't know how this will be received, but Undermountain begs it's depths to be explored. Will you plumb it's depths for excitement and treasure? And yes, there will be monsters to slay. Will you be brave? Will you go to Waterdeep and explore this dungeon?

Setting: Forgotten Realms, specifically Waterdeep. (3.x)
System: Pathfinder 1e
Magic System: Advanced d20 Magic.

Level: 8th level.
MAX HP
Abilities: 25 point buy.
Races: Core Races some advanced races. You can choose a race as detailed in the Forgotten Realms Campaign Setting. Yes, I will allow Tieflings and Aasimar. You can use Blood of Fiends and Blood of Angels to figure out your character.
Classes: Advanced d20 Magic has only the core spellcasting classes detailed. However, if you are willing to do some extra work. . . You may choose a class from the APG, the ACG, UM, and UC that has casting abilities. The only core class that isn't changed by Ad20M is the Alchemist. The rest will have significant changes we need to work on.
Archetypes. Please, just choose one archetype for your class.
Skills: Yes, we will be using Background skills.
Feats: We will not be using the Elephant-in-the-room/Feat tax rules.
Traits: 2 traits, no drawbacks.
Starting Gold: 8th level starting gold.
Alignment: Yes, you can play an evil alignment if you like.


Definitely interested. Will need to consider what to enter as a submission.


Looks cool, I love Waterdeep. Will we be able to do stuff in the city also?


Evindyl wrote:
Looks cool, I love Waterdeep. Will we be able to do stuff in the city also?

Yes, you will be able to do stuff in the city.

Grand Lodge

Sweet would love this

Grand Lodge

Looking at a Drow Paladin Warrior of Light


I'd love to return to Waterdeep, I spent many years adventuring there.

Thinking of a dedicated Rogue of some type. Haven't pinned down a race yet.


Interested.


I'm working on a Half-elf rogue (Relic raider) from Elventree on the Moonsea.

A professional raider of tombs, ruins and other sites of interest. :)


DBH wrote:

I'm working on a Half-elf rogue (Relic raider) from Elventree on the Moonsea.

A professional raider of tombs, ruins and other sites of interest. :)

This is your archetype?


EltonJ wrote:
DBH wrote:

I'm working on a Half-elf rogue (Relic raider) from Elventree on the Moonsea.

A professional raider of tombs, ruins and other sites of interest. :)

This is your archetype?

That is the one.

I thought it would fit with going into Undermountain.

Grand Lodge

Switching to Dwarf Paladin Stone Lord, it fits more with what I want.


Current interested players (characters):

GrimbleGrumble (?)
Evindyl (?)
Critzible (dwarf paladin stone lord)
DBH (Half-elf rogue (Relic raider) from Elventree on the Moonsea)
GM_Drake (?)


Hmmmmmmmmmmm..... interesting....


DBH here with Ascoe Tanner, the Half-elf Rogue (Relic raider).

Crunch:

Ascoe Tanner

Male Half-Elf rogue 8, NG medium humanoid (elf, human)

Init +4; Senses Low-Light Vision, Perception +17,

Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Polyglot, Undercommon

AC 21, touch 14, flat-footed 17, hp 80 (8HD)

Fort +4, Ref +11, Will +4, +2 Reflex to avoid traps, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities Danger Sense +2, Evasion, Immunities Sleep,

Speed 40 ft. (8 squares)

Ranged +1 light crossbow +11/+6 (1d8+1/19-20)
Melee +1 adamantine dagger +11/+6 (1d4+5/19-20)
Ranged +1 adamantine dagger (thrown) +11/+6 (1d4+5/19-20)
Melee cold iron/+1 dagger +11/+6 (1d4+5/19-20)
Ranged cold iron/+1 dagger (thrown) +11/+6 (1d4+5/19-20)
Melee +1 short sword +11/+6 (1d6+3/19-20)

Base Atk +6; CMB +8; CMD 22

Atk Options Sneak Attack 4d6,

Abilities Str 14, Dex 18, Con 12, Int 16, Wis 12, Cha 12

Special Qualities Adaptability, Curse Sense, Debilitating Injury, Disable Curse, Elf Blood, Elven Immunities, Finesse Training, Innocuous Servant, Keen Senses, Low-Light Vision, Minor Magic (Detect Magic), Multitalented, Rogue's Edge, Skill unlock disable device 5 Ranks, Trapfinding, Trap Spotter, Weapon Choice (Dagger),

Feats Double Slice, Fast Learner, Outflank, Quick Draw, Skill Focus (Perception), Two-Weapon Fighting, Weapon Finesse

Skills:
*Acrobatics +15, Acrobatics (When Jumping) +24,
*Appraise +10,
*Bluff +8,
*Climb +10,
Craft Alchemy +10,
Craft painting +10.,
*Diplomacy +9,
*Disable Device +21,
*Disguise +10,
*Escape Artist +10,
*Intimidate +5,
*Knowledge (Dungeoneering) +10,
*Knowledge (History) +14,
*Knowledge (Local) +14,
*Linguistics(Abyssal, Dwarven) +8,
*Perception +17, Perception (Avoid Surprise) +19, Perception (Notice haunt) +21, Perception (Trapfinding) +21,
*Perform (acting) +8,
*Profession Cook +8,
*Sense Motive +9,
*Sleight of Hand +10,
*Stealth +15,
*Swim +10,
*Use Magic Device +6,

Possessions +3 mithral shirt; cloak of resistance +1; boots of striding and springing; thieves' tools (masterwork); +1 short sword; +1 Light Crossbow ; Handy Haversack [ Traveler's Any-Tool; Disguise Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Perfume Kit; Survival Kit (Masterwork); Blanket, Winter; Bedroll; Grappling Hook, Common; Rope, Spider Silk (50 ft.); Piton (x6); Waterproof Bag; Waterproof Bag; Elven Trail Rations (x10); Oldlaw Whiskey (Bottle); Chocolate (Bar) (x2); Alchemy Crafting Kit; Scrivener's Kit; Paper (x21); ]; Waterproof Bag [ Soap; ]; Waterproof Bag [ Coffee (Cup) (x12); Coffee Pot; Honey (Jar); Powdered Milk; ]; Canteen ; Pouch, Belt [ Compass; Glass Cutter; Sewing Needle; String (50 ft.); Wire Saw (Adamantine); ]; Wrist Sheath, Spring Loaded [ +1 Adamantine Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron/+1 Dagger; ]; No Racial Subtype You have chosen no racial subtype.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Ancient Explorer - Polyglot (Knowledge (History))

Curse Sense (Ex) A relic raider adds +4 on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects). In addition, the relic raider gains a +2 bonus on saving throws against curses and haunts and a +2 dodge bonus to AC against attacks by haunts.

Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Disable Curse (Su) A relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability 1 times per day.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Innocuous Servant (Ex) The rogue is an expert at appearing to be an unimportant servant, be it an attaché, bodyguard, driver, maid, kitchen assistant, or similar staff member. The rogue gains a +4 bonus on Disguise checks to appear to be a servant, but not to impersonate a particular servant. She also gains a +4 bonus on Bluff checks to lie to maintain this guise. While disguised as a servant, she gains a +4 bonus on Diplomacy checks to gather information among servants. Because she is easily overlooked as a servant, she can gather information from those she serves without asking them questions directly or alerting them to her interest. Doing so takes 1d4 days and requires a successful Bluff check instead of a Diplomacy check.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Minor Magic (Detect Magic) (Sp) You can cast Detect Magic. This spell can be cast at will as a spell-like ability. The caster level for this ability is 8. The save DC for this spell is 13.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock disable device 5 Ranks Reduce the time required to disarm a trap or open a lock by taking a -5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 4d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +4 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger

Still working out his background. I'm leaning towards his growing up on the edge of Cormanthor with its many ruins. As a child he played in them and dreamed of what they looked like when new.

Which led to him studying history and seeking out other ruins to find and reclaim famous pieces of the past.

Personality wise he's laid back and works well with others, despite getting a bit too focused when on the hunt for a relic.


Planning on a cleric of some sort, and trying to learn/understand the spellcasting rules. Where are we looking for a full pdf? Having a hard time finding it and how it breaks down classes.


GrimbleGrumble wrote:
Planning on a cleric of some sort, and trying to learn/understand the spellcasting rules. Where are we looking for a full pdf? Having a hard time finding it and how it breaks down classes.

Seconding this. I’m thinking a dragon disciple. Always wanted to play one. :)


Grumbaki wrote:
GrimbleGrumble wrote:
Planning on a cleric of some sort, and trying to learn/understand the spellcasting rules. Where are we looking for a full pdf? Having a hard time finding it and how it breaks down classes.
Seconding this. I’m thinking a dwarven warpriest would be fun. Or perhaps an oracle of some sort.

I suppose I could consider an arcane caster instead...once I'm familiar with the rules.

Grand Lodge

I went sans spells


GrimbleGrumble wrote:
Grumbaki wrote:
GrimbleGrumble wrote:
Planning on a cleric of some sort, and trying to learn/understand the spellcasting rules. Where are we looking for a full pdf? Having a hard time finding it and how it breaks down classes.
Seconding this. I’m thinking a dwarven warpriest would be fun. Or perhaps an oracle of some sort.
I suppose I could consider an arcane caster instead...once I'm familiar with the rules.

The Dynamic Spellcasting system is easy to learn. All you really need to know is how to add.


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WIP dragon disciple. It’s coming out fairly well.


I think I'm going to pass on this. Have fun, everybody!


@Elton, if we have more than one class, are we allowed one archetype per each class or flat-out one archetype regardless of how many classes we have?

I am thinking of a spirit walker mesmerist.

If we are allowed one archetype per class, I am working with the mesmerist died and his power to affect undead helped him reclaim his own body as a reanimated medium.

I have not decided on race yet.

Is the (spirit walker) mesmerist/(reanimated medium) medium a viable option as a character for your campaign?

edited: Reread character creation rules...so also asking if you will allow the mesmerist and medium classes from OA?


GM_Drake wrote:

@Elton, if we have more than one class, are we allowed one archetype per each class or flat-out one archetype regardless of how many classes we have?

I am thinking of a spirit walker mesmerist.

If we are allowed one archetype per class, I am working with the mesmerist died and his power to affect undead helped him reclaim his own body as a reanimated medium.

I have not decided on race yet.

Is the (spirit walker) mesmerist/(reanimated medium) medium a viable option as a character for your campaign?

Yes. You are allowed one archetype per class.

As for mesmerists and mediums, Kinda. The Dynamic Spellcasting system allows you to cast spells with a moment's thought (though the Quicken Spell feat is converted for the system) as if they were psychic abilities. So Ad20M already has a psychic system in place. The forms (Incantation, Evocation, Ritual), the Investments (of body and of mind) and the focii systems are there to make it feel like you are casting an actual spell.

A "mentalist" (non-psionic like Spiritualists and Mediums) caster would be at a disadvantage with this system in order to feel "special" (they'd probably cast with just making investiments). So, yes, Kinda allowed but not suggested with the Dynamic Spellcasting System. If you are set on doing powers of the mind -- and still want to feel "special," then I suggest actually holding your nose and open Ultimate Psionics and create a psion.


GM_Drake wrote:

@Elton, if we have more than one class, are we allowed one archetype per each class or flat-out one archetype regardless of how many classes we have?

I am thinking of a spirit walker mesmerist.

If we are allowed one archetype per class, I am working with the mesmerist died and his power to affect undead helped him reclaim his own body as a reanimated medium.

I have not decided on race yet.

Is the (spirit walker) mesmerist/(reanimated medium) medium a viable option as a character for your campaign?

What I am getting at, is that using the Dynamic Spellcasting System, everyone can cast what ever spell he or she knows. No memorization or preparing spells. You know the spell, you can cast it. Like Mesmerists and mediums, any spell you know can be cast without verbal or somatic requirements.

The forms, focii, and investiments are there to make the spellcasting easier. Every class gets a certain Spellcasting bonus. So lets do a 5th level Sorcerer with the Arcane bloodline casting fireball at a bunch of idiot and crazy goblins.

The spell has a Casting DC of 31. In order for the sorcerer to cast the spell without any forms, focii, or investments; he or she will have to beat a DC of 31 with only a bonus of +5. Can't be done.

So the sorcerer decides to add an incantation to the spell. +5 so far, added a +10 total bonus to his or her roll. He or she decides to Invoke the spell, another +5. so far a +15. He or she uses her arcane focus as a way to focus the energies -- an arcane focus gives her or him a +2 to their roll. So far, a +17. The sorcerer has the magical blood feat (the Arcane Bloodline would grant this feat for free), giving her an additional +2 to her roll. So far, a +19.

The player rolls his d20. He will need to roll a 12 or better to dust the spell off without having to make a control check. The player rolls a 14. 14+19. He gets a 33 total, and casts the spell at his enemies. He only gets full drain -- so he rolls a 1d10 (since the fireball spell has a Casting DC of 31). 1d10 ⇒ 4

So he suffers only 4 points of non-lethal damage. Adding his drain resistance (2 at first level), this non-lethal damage is reduced to 2.

So you see, this system rewards player characters who uses Foci, Forms, and investments to cast spells. An incantation is like the verbal and somatic requirements (you say "Abra Kababra" and wave your arms around). An invocation is only verbal ("FIREBALL!"). But doing them together adds bonuses to your roll.

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