Forgotten Realms Witch hunter adventure


Recruitment

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going to pull the trigger on my Forgotten Realms witch hunter adventure.

This game is different. Specifically the inclusion of an Evil character to the party. this evil character is a witch. She is bound to serve the Inquisitor, but she doesnt like it, nor does have to strictly follow his commands. For her, there are shades of gray towards interpreting instructions.

There are adult themes to this game. slavery, drugs, addictions, poisonings. I pulled material from the book of vile darkness. the topic of sex will be like a pg 13 movie, where it can be discussed, but any action happening and itll be a "and the camera shifts focus to the fire place" kind of thing. Given that this is Paizo forums and we dont want to run the risk of violating their forum rules, we will keep things in the mostly PG13 and dipping our toe into the rated R stuff in regards to describing evil activity.

Ruleset: pathfinder/3.5 hybrid. items found both in 3.0/3.5 and in pathfinder 1e, pathfinder takes precedence.

books for reference: core rulebook pathfinder, Forgotten realms 3.5 campaign setting, FR 3.5 faiths and pantheons, AD&D Encyclopedia magica, ad&d wizard spell companion, AD&D priest spell companion. 3.5 book of vile darkness
I am including the old school AD&D books because they have a huge variety of magical items and spells that add flavor and depth beyond the normal skein found on d20pfsrd.

Character creation rules:

Level 10

attribute creation: 4d6, drop the lowest, reroll 1s.

Skills: background/active skills are allowed

1 background trait

feat: follow normal feats. no elephant in the room.

starting gold: 62,000 (no more than 30% may be spent on a single item.)

Hit points: max at 1st level, roll the rest.

Races allowed: pathfinder core races, forgotten realms races found in the 3.5 Forgotten Realms Source book.

Special instructions for classes:

the campaign requires:

1 inquisitor (has the Leadership feat for free, but doesnt start with a cohort nor followers) witch hunter archetype is preferred, but I am willing to hear your argument as to why your idea of a inquisitor with a different archetype may work

1 tortured paladin. this character was rescued by the inquisitor. the how can come later, maybe the paladin was held captive by some demon in a remote cave on faerun. whatever the reason for the torturing, the archetype is applied. the paladin still holds faith his/her diety, but its hard. evil is everywhere, and worse, the inquisitor has a pet witch that loves to torment him whenever she has a chance to

1 evil witch. Yes, you read that right. an evil witch. Yes, you also have permission to use feats found in the 3.5 book of vile darkness. and yes, i want evil.

and there will be:
3 slots of any pathfinder core or base class allowed.

prestige classes: encouraged. open to pathfinder and 3.5 forgotten realms prestige classes.
note: majority of FR prestige classes assume that you are eligible to meet the prereqs at 5th level. so if the prc stats that you need 8 ranks to meet the skill requirement, you dont have to be 8th level. old 3.0/3.5 you could pump up to +3 ranks in a class skill at first level, while pathfinder the bonus +3 to class skills applies. If you see a PrC that says +8 ranks of skill, simply change it to +5 ranks. if there are any other discrepancies, feel free to ask.

talking more about the witch inquisitor relationship
The witch is bound to the inquisitor. The witch cannot act directly against the Inquisitor lest she receives similar punishment in an order of magnitude greater than the harm she commits to him. So lets say that the witch slaps the inquisitor, she slaps him and can deal damage, but she's going to feel as if she got punched by a hill giant. She doesnt take damage if the inquisitor gets injured in battle, but if she casts a spell and he is caught within an area of effect and takes damage, then she takes damage as well. The witch still has free will, and loves to speak her mind about the idiocy of the inquisitors chosen religion, the idiocy of being good or lawful, or even if she just doesnt like the color of his shirt that day.
hopefully i explained this well enough to you, the reader.

starting location: Turmish, Alaghon.
starting date: Marponeth 1, 1359

i will close recruitment on Feb 10th, 2026.

if you have a question or want to try something, feel free to ask.


@Rizzenmagus, what's the plot of the game? What are the PC's doing?


I feel like this calls for a disheveled, "oh no - not again" priest to speak Latin and banish the evils back to the dark place. A dwarf seems perfect, but perhaps a middle-aged human.

How do the dice feel about this?
-
Stat: 4d6 ⇒ (4, 5, 3, 4) = 16 - 13
Stat: 4d6 ⇒ (4, 2, 4, 1) = 11 - 11
Reroll 1s: 1d6 ⇒ 3
Stat: 4d6 ⇒ (3, 4, 5, 2) = 14 - 12
Stat: 4d6 ⇒ (5, 5, 6, 4) = 20 - 16
Stat: 4d6 ⇒ (6, 3, 2, 2) = 13 - 11
Stat: 4d6 ⇒ (3, 1, 1, 1) = 6 - 14
Reroll 1s: 3d6 ⇒ (3, 5, 1) = 9
Reroll 1s: 1d6 ⇒ 6

The dice say "You are too old for this crap. You should go back to bed." But it's the equivalent of a 22 Point Buy base, so let's go with these stats: STR 11 / DEX 12 / CON 13 / INT 13 / WIS 18 / CHA 12 as a dwarf. (Add +1 at 4th and 8th)

HP: 9d8 + 8 ⇒ (6, 7, 6, 1, 8, 5, 1, 2, 3) + 8 = 47 hp plus Con bonus

What do you think about a true neutral cleric with a balance of light/dark and good/evil spells?

Grand Lodge

Stat: 4d6 ⇒ (4, 6, 4, 2) = 16
Stat: 4d6 ⇒ (2, 2, 3, 1) = 8
reroll: 1d6 ⇒ 2
Stat: 4d6 ⇒ (1, 6, 6, 6) = 19
reroll: 1d6 ⇒ 3
Stat: 4d6 ⇒ (4, 6, 6, 1) = 17
Stat: 4d6 ⇒ (4, 4, 4, 6) = 18
reroll: 1d6 ⇒ 3
Stat: 4d6 ⇒ (3, 3, 3, 3) = 12

Lets see what we get and what I can play with as my Original Idea is moot.

stats, 14,8,18,16,14,9

Might do the tortured paladin or some sort of Multiclass character. Think Multiclass character,


pad300 wrote:
@Rizzenmagus, what's the plot of the game? What are the PC's doing?

Well, the obvious, tongue in cheek answer is "hunting witches", but im pretty sure youre looking for more

the story starts off with a letter requesting aide to a small village. The lead priest who recieved the letter requested the aide of the inquisitor and the adventure starts to roll from there....


4d6 ⇒ (6, 1, 3, 3) = 13 6,3,3,3=12
4d6 ⇒ (2, 4, 1, 3) = 10 2,4,6,3=13
4d6 ⇒ (1, 6, 3, 6) = 16 6,6,3,6=18
4d6 ⇒ (6, 5, 5, 5) = 21 6,5,5,5=16
4d6 ⇒ (4, 4, 6, 1) = 15 4,4,6,4=14
4d6 ⇒ (4, 3, 5, 6) = 18 4,3,5,6=15

rerolls:
4d6 ⇒ (1, 3, 1, 1) = 6 Really?
3d6 ⇒ (6, 6, 1) = 13
1d6 ⇒ 4

18,16,15,14,13,12
Pretty good. Not sure what I'm going to make yet, probably one of the three open slots.


4d6 ⇒ (1, 6, 1, 3) = 11
Rerolling 1s: 2d6 ⇒ (1, 3) = 4
Rerolling 1s: 1d6 ⇒ 2
6+3+4 = 13

4d6 ⇒ (3, 4, 4, 2) = 13
4+4+3 = 11

4d6 ⇒ (4, 6, 1, 6) = 17
Rerolling 1s: 1d6 ⇒ 1
Rerolling 1s: 1d6 ⇒ 3
4+6+6 = 16

4d6 ⇒ (3, 1, 4, 6) = 14
Rerolling 1s: 1d6 ⇒ 3
3+4+6 = 13

4d6 ⇒ (5, 4, 3, 1) = 13
Rerolling 1s: 1d6 ⇒ 3
5+4+3 = 12

4d6 ⇒ (3, 2, 2, 6) = 13
3+2+6 = 11

13,11,16,13,12,11 - a 20-point buy - but a fairly bad 20-point buy with all those odds! Patience, I guess, that's what the dice gods wanted.

I don't know yet what to submit, so I will pre-roll HP in the spirit of fairness :)

9d6 ⇒ (2, 6, 2, 6, 1, 1, 3, 5, 1) = 27
9d8 ⇒ (4, 3, 4, 3, 3, 5, 7, 2, 6) = 37
9d10 ⇒ (3, 2, 4, 5, 4, 6, 6, 7, 9) = 46
9d12 ⇒ (6, 8, 3, 9, 4, 7, 7, 8, 8) = 60

Grand Lodge

HP: 9d8 + 28 ⇒ (3, 6, 1, 4, 3, 5, 7, 5, 8) + 28 = 70

Elven Magus, with a Longsword. Maybe follows Ellistaree.

Or a Scarred Witch Orc Woman. Who is the Witch Hunters Pet. She is feral and very orcish, including a Cannibal, and more. Worships a very dark deity. Not sure who yet. But one even other Orcs detest. Making her dangerous. Might cripple her Charisma

This should be fun.


Oh, the Witcher RPG would be perfect for this scenario, Rizzen.


4d6 - 3 ⇒ (5, 6, 3, 5) - 3 = 16 16
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12 12
4d6 - 2 ⇒ (2, 2, 3, 5) - 2 = 10 10
4d6 ⇒ (2, 6, 5, 1) = 14 14
4d6 ⇒ (4, 2, 1, 3) = 10 13
4d6 ⇒ (5, 1, 6, 2) = 14 16

Reroll on 4: 1d6 ⇒ 3
Reroll on 5: 1d6 ⇒ 6
Reroll on 6: 1d6 ⇒ 5


So does the paladin need to be a "Tortured Crusader" Archetype or just Tortured like a Shakespearian protagonist?

Grand Lodge

I took Cook People, should be Fun with this witch.


I'm thinking I will do an elven lycanthropic shifter (wolf) based on the Lythari, who can spend much of the day shapeshifted and pretending to be the Inquisitor's pet (wolf-)dog. Or alternatively using his elf form and acting as a sort of druidic liaison, if pretending to be a dog is going to be too silly for this rather dark campaign.


Gonna repost my comment on the original thread:

Inquisitor is one of my all time favorite classes, and one of(if not the best) the best classes 1-20.

I'll gladly take that role.

Though, how would you feel about the Hexenhammer archetype?

I feel like there's a lot more of an interesting opportunity for roleplay, **especially** if there's some sort of pre-existing bond with the Witch PC. Maybe the two of us are related, or friends(former?) or something? Maybe they briefly lead my PC down a dark road(hence the powers of the archetype) and may occasionally tempt me to further use the Hexenhammer abilities?

The Hexenhammer is from Horror Adventures, so perhaps it might be more fitting overall than the Witch Hunter.


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ElbowtotheFace wrote:
So does the paladin need to be a "Tortured Crusader" Archetype or just Tortured like a Shakespearian protagonist?

Both


O light once sworn within my bleeding hand,
Why flicker now, as doubt outpaces faith?
My blade is clean, yet stains my kneeling soul;
For every prayer I strike, a sin is born.
I marched in heaven’s name through fields of cries,
And heard the angels turn their faces pale.
If this be grace, then let me weep in steel—
Till gods or death absolves what I have done.


Considering the tortured paladin! Exploring some ideas in my mind to make my horrible rolls work :)


Here from interest thread.

Winter Witch and winter Witch. Archetype and PrC

I was hoping you'd allow changeling as it fits the witchery theme?

4d6 ⇒ (1, 6, 6, 4) = 17 16
4d6 ⇒ (1, 1, 6, 6) = 14 17
4d6 ⇒ (2, 5, 5, 6) = 18 16
4d6 ⇒ (6, 5, 1, 6) = 18 17
4d6 ⇒ (3, 1, 1, 2) = 7 13
4d6 ⇒ (1, 4, 3, 5) = 13 14

8d6 ⇒ (4, 4, 5, 4, 5, 5, 1, 5) = 33

HP: 9d6 ⇒ (5, 6, 3, 5, 6, 3, 5, 5, 2) = 40


Here is Aiwin

Aiwin:

Aiwin Herlynn
Female changeling winter witch 5/witch (winter witch) 5 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 4 29)
NE Medium humanoid (changeling)
Init +11; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 natural)
hp 76 (10d6+30)
Fort +6, Ref +8, Will +9; +2 morale bonus vs. fear
Resist cold 10; SR 16
--------------------
Offense
--------------------
Speed 30 ft.
Melee fate's shears +6 (1d4+1/19-20) or
. . 2 claws +0 (1d4)
Special Attacks hexes (frostfoot, frozen caress, hoarfrost[UM], ice tomb[UM], numbing chill, slumber[APG])
Winter Witch Spell-Like Abilities (CL 5th; concentration +8)
. . 2/day—sculpt ice and snow
Witch Spell-Like Abilities (CL 9th; concentration +14)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 9th; concentration +14)
. . Patron Winter (fey gifts)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 16, Int 20, Wis 14, Cha 16
Base Atk +4; CMB +5; CMD 20
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Mother's Gift: Uncanny Resistance[ARG], Split Hex[UM], Witch Knife[UM]
Traits privilaged slave
Skills Acrobatics +5 (Counts as having a running start when jumping.), Bluff +17 (+19 vs. creatures sexually attracted to her), Craft (alchemy) +18, Diplomacy +16, Intimidate +18, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nature) +18, Knowledge (planes) +13, Perception +4, Sense Motive +4, Spellcraft +18, Survival +15; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Abyssal, Aklo, Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan
SQ freeze and thaw, unnatural cold, witch's familiar (arctic hare named Sir Longears)
Other Gear fate's shears, belt of incredible dexterity +2, cackling hag's blouse[UE], corset of dire witchcraft[UE], headband of vast intelligence +4, mask of the rabbit prince, ring of sustenance
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Charm +2 (5 rounds, DC 20) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s).
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Freeze and Thaw (2/day) (Su) Freeze or thaw a 5-ft. cube of water or ice, or 10-ft cube of snow.
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regu
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a su
Hoarfrost (DC 20) (Su) The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured.
Ice Tomb (DC 20) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Numbing Chill (DC 20) Target of cold spell takes 1d4 Dex dmg. and is staggered 1 rnd. (Fort. neg).
Sculpt Ice and Snow (stone shape, 2/day) (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (12 rounds, DC 21) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (16) You have Spell Resistance.
Split Hex A targeted hex can affect two creatures
Unnatural Cold (Su) Targets of your spells, spell-like abilities, supernatural abilities halve cold resistance.
Winter (Fey Gifts, 1/day) 1/day the GM can demand you reroll an ability, attack, save, or skill check & use the worse result.
Witch Knife Use dagger as focus for witch patron spells
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Sir Longears CR –
Male arctic hare (Ultimate Wilderness 191)
CN Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 38 (1d8-1)
Fort +2, Ref +6, Will +8
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 9, Int 10, Wis 12, Cha 5
Base Atk +4; CMB +5; CMD 11 (15 vs. trip)
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Bluff +7, Diplomacy +7, Intimidate +7, Spellcraft +10, Stealth +15 (+19 in snow), Survival +11, Swim +7; Racial Modifiers +4 Stealth in snow
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

Silver Crusade

4d6: 4d6 ⇒ (4, 5, 4, 1) = 14 = 13
4d6: 4d6 ⇒ (6, 6, 1, 6) = 19 = 18
4d6: 4d6 ⇒ (4, 6, 1, 6) = 17 = 18 re-rol = 6
4d6: 4d6 ⇒ (6, 6, 2, 2) = 16 = 14
4d6: 4d6 ⇒ (6, 3, 3, 6) = 18 = 15
4d6: 4d6 ⇒ (6, 5, 4, 4) = 19 = 15
4d6: 4d6 ⇒ (1, 5, 6, 2) = 14 = 14 re-roll = 3

Re-rolls
reroll 1: 1d6 ⇒ 2
reroll 2: 1d6 ⇒ 6
reroll 3: 1d6 ⇒ 3

Grand Lodge

I wish I could work on myu gravedigger


I am always a fan of Forgotten Realms. Year is 1359, so I am interested to see how you are going to frame us in the Time of Troubles.

4d6 ⇒ (3, 1, 4, 4) = 12 4+6+4 = 14
4d6 ⇒ (2, 4, 1, 1) = 8 4+6+6 = 16
4d6 ⇒ (4, 1, 5, 1) = 11 5+5+5 = 15
4d6 ⇒ (1, 1, 4, 2) = 8 5+5+4 = 14
4d6 ⇒ (5, 4, 1, 3) = 13 5+5+4 = 14
4d6 ⇒ (1, 4, 1, 1) = 7 4+6+6 = 16

Wow, 11 1's

11d6 ⇒ (6, 1, 6, 5, 5, 5, 5, 4, 1, 6, 6) = 50

And 2 more

2d6 ⇒ (6, 1) = 7

And 1 more

1d6 ⇒ 2

16, 16, 15, 14, 14, 14

Exceptionally well rounded.... Now for a concept... Dare I consider, the witch?


Not sure I'll have time to submit but I'll lave a placeholder here in case I do.


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Lapyd wrote:


13,11,16,13,12,11 - a 20-point buy - but a fairly bad 20-point buy with all those odds! Patience, I guess, that's what the dice gods wanted.

I don't know yet what to submit, so I will pre-roll HP in the spirit of fairness :)

9d6
9d8
9d10
9d12

DM helpful reroll for one of the 11 stats: 4d6 ⇒ (1, 4, 2, 2) = 9

reroll 1s: 1d6 ⇒ 6

6,4,2,2=12...

jesus hell the dice gods really dont like you Lapyd.


RIZZENMAGNUS wrote:
Lapyd wrote:


13,11,16,13,12,11 - a 20-point buy - but a fairly bad 20-point buy with all those odds! Patience, I guess, that's what the dice gods wanted.

I don't know yet what to submit, so I will pre-roll HP in the spirit of fairness :)

9d6
9d8
9d10
9d12

[dice=DM helpful reroll for one of the 11 stats]4d6

[dice=reroll 1s]1d6

6,4,2,2=12...

jesus hell the dice gods really dont like you Lapyd.

They don't! I ended up getting used to it :P but thanks for the try! It's now a 21-point-buy :D


4d6 ⇒ (5, 1, 2, 4) = 12
4d6 ⇒ (6, 4, 5, 4) = 19
4d6 ⇒ (5, 5, 4, 4) = 18
4d6 ⇒ (4, 2, 5, 6) = 17
4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (4, 5, 6, 1) = 16
Rerolls 1: 3d6 ⇒ (5, 2, 3) = 10

Very even across: 14, 15, 14, 15, 14, 15

Are some 3.5E base classes allowed (e.g. Binder has a witchy feel too)? Or is the only 3.5E material allowed the FR prestige classes?

Dark Archive

Stat 1: 4d6 ⇒ (4, 2, 3, 6) = 15
Stat 2: 4d6 ⇒ (1, 4, 5, 1) = 11
Stat 3: 4d6 ⇒ (1, 2, 2, 2) = 7
Stat 4: 4d6 ⇒ (6, 1, 4, 3) = 14
Stat 5: 4d6 ⇒ (5, 6, 5, 2) = 18
Stat 6: 4d6 ⇒ (3, 5, 1, 4) = 13

Reroll Stat 2: 2d6 ⇒ (1, 1) = 2
Reroll Stat 3: 1d6 ⇒ 6
Reroll Stat 4: 1d6 ⇒ 4
Reroll Stat 6: 1d6 ⇒ 5

Reroll Stat 2 again...: 2d6 ⇒ (1, 1) = 2
Reroll Stat 2 and again...: 2d6 ⇒ (6, 6) = 12

15, 17, 10, 14, 16, 14. Awesome. Now to build.

Now to put something together.


Rizzen,

Are you okay with my using the Hexenhammer archetype for the Inquisitor vs the Witch Hunter?


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angry stats roll: 4d6 ⇒ (2, 4, 5, 2) = 13 11
angry stats roll: 4d6 ⇒ (1, 2, 3, 1) = 7 6
angry stats roll: 4d6 ⇒ (2, 1, 1, 3) = 7 6
angry stats roll: 4d6 ⇒ (1, 5, 3, 5) = 14 13
angry stats roll: 4d6 ⇒ (4, 6, 2, 6) = 18 16
angry stats roll: 4d6 ⇒ (6, 3, 5, 5) = 19 16

yeesh...

rerolling 1s, 2nd line: 2d6 ⇒ (3, 3) = 6
rerolling 1s, 3nd line: 2d6 ⇒ (5, 6) = 11
rerolling 1s, 4nd line: 1d6 ⇒ 4

11
9 (oh wow dice roller, youre so kind)
15 (ok....)
14
16
16

Lapyd, can you make these rolls work?


Tara Ravenheart wrote:

I am always a fan of Forgotten Realms. Year is 1359, so I am interested to see how you are going to frame us in the Time of Troubles.

1358 was the time of troubles, and looking at the wiki, it lasted about 5 months.

so yeah, thered be some turmoil....


RIZZENMAGNUS wrote:

[dice=angry stats roll]4d6 11

[dice=angry stats roll]4d6 6
[dice=angry stats roll]4d6 6
[dice=angry stats roll]4d6 13
[dice=angry stats roll]4d6 16
[dice=angry stats roll]4d6 16

yeesh...

[dice=rerolling 1s, 2nd line]2d6
[dice=rerolling 1s, 3nd line]2d6
[dice=rerolling 1s, 4nd line]1d6

11
9 (oh wow dice roller, youre so kind)
15 (ok....)
14
16
16

Lapyd, can you make these rolls work?

Definitely! These are great rolls. Thanks for the help! I was mostly focused in the background but these rolls make me smile for the crunch side too :)


Rolling, Rolling, Rolling

Stat A: 4d6 ⇒ (1, 6, 2, 4) = 13

Stat B: 4d6 ⇒ (5, 1, 2, 4) = 12

Stat C: 4d6 ⇒ (5, 5, 2, 6) = 18

Stat D: 4d6 ⇒ (3, 5, 4, 3) = 15

Stat E: 4d6 ⇒ (2, 2, 5, 4) = 13

Stat F: 4d6 ⇒ (2, 4, 1, 6) = 13

Edit A
Stat A Reroll the one: 1d6 ⇒ 5

Stat B Reroll the one: 1d6 ⇒ 5

Stat F Reroll the one: 1d6 ⇒ 4

Edit B
Stat A: 15
Stat B: 14
Stat C: 16
Stat D: 12
Stat E: 11
Stat F: 14


If I have the Craft feat and the ranks in Spellcraft, may the dwarf craft some of his own items?

I picture the inquisitor dragging him out of his smoky basement workshop for "one last adventure..."

"Last? Meaning one of us is probably going to die?"


Let's go.

4d6 ⇒ (2, 6, 5, 1) = 14 Reroll: 1d6 ⇒ 6
4d6 ⇒ (4, 3, 4, 2) = 13
4d6 ⇒ (4, 6, 5, 1) = 16 Reroll: 1d6 ⇒ 6
4d6 ⇒ (1, 3, 3, 4) = 11 Reroll: 2d6 ⇒ (1, 6) = 7 Reroll: 1d6 ⇒ 3
4d6 ⇒ (6, 1, 1, 5) = 13 Reroll: 2d6 ⇒ (2, 1) = 3 Reroll: 1d6 ⇒ 3
4d6 ⇒ (5, 3, 6, 5) = 19

Ok, so a 17, 11, 17, 13, 14, 16. I really can't complain. I'm thinking of a druid or a bard. Will come back.


Hi GM - Lapyd here with my Tortured Crusader. She's a half-orc. Still working on the crunch, but the background and some other details are already available - I'll be improving it over the next few days.

Image of Aleranna


Phantom Genius wrote:

If I have the Craft feat and the ranks in Spellcraft, may the dwarf craft some of his own items?

I picture the inquisitor dragging him out of his smoky basement workshop for "one last adventure..."

"Last? Meaning one of us is probably going to die?"

excellent question.

im going to say yes, if you take the feats with your character build, you can then make the items/scrolls/potions/oils/lotions/inks/powders/traps/magical weapons and armor/etc you desire.

you will only be able to use up to 30% of the 62000, so 18,600 for one large scale item.

if you do this, please list out the process, the costs of materials. I wont require rolls for you to make said items, say a profession blacksmith to forge horseshoes of speed for your Auroch to pull your wagon.

and im feeling nice, so i will say that all costs associated with the creation of said item has a -8% cost savings. basically youre using local resources that are familiar to you to procure ingredients.


Aleranna Dawn wrote:

Hi GM - Lapyd here with my Tortured Crusader. She's a half-orc. Still working on the crunch, but the background and some other details are already available - I'll be improving it over the next few days.

Image of Aleranna

wont lie, that image looks badass


namo wrote:

Are some 3.5E base classes allowed (e.g. Binder has a witchy feel too)? Or is the only 3.5E material allowed the FR prestige classes?

you know, im intrigued. you willing to pencil whip a concept character for me to examine? i may say no, so if you dont want bother, you dont have to...


Monkeygod wrote:

Rizzen,

Are you okay with my using the Hexenhammer archetype for the Inquisitor vs the Witch Hunter?

id allow that. still fits the theme of this game.


Stat roll time!

4d6 ⇒ (4, 2, 4, 4) = 14

4d6 ⇒ (3, 5, 1, 5) = 14

4d6 ⇒ (6, 2, 5, 6) = 19

4d6 ⇒ (1, 2, 6, 5) = 14

4d6 ⇒ (3, 6, 6, 5) = 20

4d6 ⇒ (2, 5, 1, 3) = 11

12

1d6 ⇒ 1 Re-roll

1d6 ⇒ 3 Re-roll, again?

13

17

1d6 ⇒ 2 Re-roll

13

17

1d6 ⇒ 5

13

12, 13, 17, 13, 17, 13.

Heh, I feel like multiple 13s is rather fitting for this game, LOL


@Rizzen: Would a 1 level investigator dip be too much non-core for you?


Pair of important questions:

A lot of the really good Inquisitor specific feats & spells come from Ultimate Magic/Combat and ACG.

Are you allowing them at all? Same with APG, since the Inquisitor and Witch are from that book?

Also, are you allowing any Forgotten Realms books, or just the Campaign Setting book(which is 3.0, fyi. It gets a 3.5 update in the Player's Guide) and Faith & Pantheons?

I'm okay with whatever you decide, just tryin to sort out which books, exactly, I can draw from.


RIZZENMAGNUS wrote:

im going to say yes, if you take the feats with your character build, you can then make the items/scrolls/potions/oils/lotions/inks/powders/traps/magical weapons and armor/etc you desire.

you will only be able to use up to 30% of the 62000, so 18,600 for one large scale item.

if you do this, please list out the process, the costs of materials. I wont require rolls for you to make said items, say a profession blacksmith to forge horseshoes of speed for your Auroch to pull your wagon.

and im feeling nice, so i will say that all costs associated with the creation of said item has a -8% cost savings. basically youre using local resources that are familiar to you to procure ingredients.

That's incredibly nice, thank you. So as an example, a belt of mighty constitution costs 4000gp to buy, 2000gp to manufacture, and I would take off 8% of the 2000? 160gp?

I have a new alias avatar, befitting my anger at being asked to go on this foolish mission with the evil witch. I would love to go on this mission.

Silver Crusade

oooh I see Aleranna used the book of exalted deeds, I own that books.. hmm. peruse time.

Hmm.. not much..


Unchained Rogue allowed?


HP: 9d10 ⇒ (9, 10, 6, 7, 4, 1, 4, 2, 9) = 52 Do we reroll 1s here too, by any chance?

Grand Lodge

HP: 9d8 + 40 + 8 ⇒ (2, 3, 2, 6, 8, 3, 2, 2, 7) + 40 + 8 = 83

83 it is, should be fun


Ouachitonian wrote:
[dice=HP]9d10 Do we reroll 1s here too, by any chance?

nope


Divine Elder Khuzain wrote:

That's incredibly nice, thank you. So as an example, a belt of mighty constitution costs 4000gp to buy, 2000gp to manufacture, and I would take off 8% of the 2000? 160gp?

that is correct.

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