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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
The city of Lionridge was in trouble. Every day more rumors arrived of strange monsters in the sewers, bands of marauding goblins attacking travelers, the trees themselves coming alive and attacking loggers, and even sightings of a dragon flying over the mountains to the west. Something needed to be done! They needed adventurers!

I was previously running a game but due to some personal issues had to put it on hold, but now it's back! There's no major overarching plot, just a series of smaller adventures. Time to face powerful foes, acquire macguffins, and explore exotic terrain! Also it's 10th level now so there's more space to play around with my class rewrites.

Character Creation:
Rewritten classes and gun rules are here. You can still play any official 3.5 class that isn't updated there, it works as normal.
32 point buy
Level 10
Max HP at first level, 3/4 HD afterwards
50000 gp to start

I'm planning on taking four to six players.

Join #redhandofdoom on SynIRC for questions/comments/complaints!

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girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I think I remember applying to your last shot at this. Looking at a Hero, they still seem cool to me.

Jorn Thunderstorm, Dwarven Hero

Image Source

quote:

Every mornin' at the mine you could see him arrive
He stood four-foot-six and weighed two-forty-five
Kinda broad at the shoulder and narrow at the hip
And everybody knew ya didn't give no lip to big Jorn

Big, bad Jorn

Nobody seemed to know where Jorn called home
He just drifted into town and stayed all alone
He didn't say much, kinda quiet and shy
And if you spoke at all, you just said hi to Big Jorn

Somebody said he came from Bhon Bor'een
Where he got in a fight over an elven queen
And a crashin' blow from a huge right hand
Sent a pointy-eared fella to the promised land, big Jorn

Big bad Jorn

Then came the day at the bottom of the mine
When a timber cracked and dwarves started cryin'
Miners were prayin' and hearts beat fast
And everybody thought that they'd breathed their last, 'cept Jorn

Through the dust and the smoke of this deep, dark hell
Walked a giant of a dwarf that the miners knew well
Grabbed a saggin' timber, gave out with a groan
And like a pillar of stone he just stood there alone, big Jorn

Big bad Jorn

And with all of his strength he gave a mighty shove
Then a miner yelled out "there's a light up above!"
And twenty dwarves scrambled from a would-be grave
Now there's only one left down there to save, big Jorn

With jacks and timbers they started back down
Then came that rumble way down in the ground
And then smoke and gas belched out of that mine
Everybody knew it was the end of the line for big Jorn

Big bad Jorn

Now, they never reopened that accursed pit
They just placed a marble stand in front of it
These few words are written of his worth:
'At the bottom of this mine lies one hell of a dwarf'

Big Jorn

girl dick energy fucked around with this message at 16:14 on Apr 25, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?
I like the look of that Wrestler class. WIP



TIGER

Nomadic entertainers were tolerated and paid enough to eke out a living, but they didn't enjoy the legal and military protections that came with deep debts and entrenchment. That left a niche for a strongman who lacked the knack for performance: enter the Tiger. Rare is the heel whose disregard for the crowd is more than affected. He is the one who barely tolerates them, so when the opportunity to make real money fighting in cages for more exclusive clientele presented itself, he took it. The circus without its dour defender gave into pressures to slow and stop their touring, to hole up under a rich person's thumb while he was finally free to fight unscripted bouts on terms more to his liking. When that was too much trouble or otherwise bored him, he could still roam and, without the circus to worry about, adventure.

slydingdoor fucked around with this message at 16:39 on May 11, 2017

Anias
Jun 3, 2010

It really is a lovely hat

Something will appear here involving a wizard and a pile of fighting men.

Platonicsolid
Nov 17, 2008

I may put a shapeshifter here!

Platonicsolid fucked around with this message at 18:36 on Apr 25, 2017

Ryuujin
Sep 26, 2007
Dragon God
Dangit I waited to long to post interest and now not only is there a Wrestler in the works but a Shapeshifter as well.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Piell: Can i take Extra Familiar from Dragon Mag?

Ryuujin
Sep 26, 2007
Dragon God
I am currently thinking of Battlemind, should probably post that before that gets called too.

Bouquet
Jul 14, 2001

I'm going to level up my character from the previous attempt in order to give soulborn the full test.

Mei Quitea


Background

Mei comes from a family with a long tradition of good deeds. They're so beloved by the ancestor spirits that rose petals spontaneously fall from the sky when they meditate. The spirits even happily lend their tiny bits of solidity to turn Quitean scions' imagined weapons and powers into reality.

Over the years, the family has developed elaborate training programs and rites of passage. Mei recently completed her training and is now embarked on the Rite of Wisdom, the final proof that she can be considered an adult. As part of the Rite, a family elder casts Teleport Safely with Lots of Error on the initiate, which scatters them far across the earth with no chance of harm from the teleportation. (The spell avoids notably powerful creatures or dangerous environments so that the Rite isn't completely based on luck.) The initiate is charged with surviving and doing good deeds in the relative vicinity of her arrival point for a year and a day before returning home. (Initiates are expected to move to a more suitable area should they land somewhere a bit too dangerous for a novice to handle. It is a test of wisdom, after all.)

Mei arrived fairly close to Lionridge several years ago and determined from conversing with villagers and farmers in the surrounding countryside that the city would be a good place to begin her Rite of Wisdom. (Luckily, all human(-ish) people in the world speak the same language, or the Rite of Wisdom might be a trifle more difficult to perform.) In the time since, she's become a trusted agent for the city guard and other parties around town that have the occasional need for outside assistance, despite being forced by circumstance to work from time to time with less than reputable companions.

pre:
Init: +2	HP: 97/97	AC: 31 (2 dex 10 arm 4 shld 2 ins 2 defl 1 nat) +5 vs ranged
Fortitude: 10	Reflex: 6	Will: 5 (+2 vs charm/compulsion)
Skills: Handle Animal 15*, Ride 17*, Diplo 7, Know (Arcana/Planes) & Spellcraft 0 (but trained!), Balance 0
Move: 20'	AoO: 1/rnd (reach 5') at +14 to hit 1d8+10 dmg 19-20/×2 crit
pre:
Race: Azurin
Class: Soulborn 10
Alignment: Lawful Good

STR: 18
DEX: 14
CON: 14
INT: 8
WIS: 12
CHA: 14

Essentia: 5+5 (Azurin, Sapphire Smite, Bonus Essentia, Cobalt Power) Soulmelds: 4+2 (Shape Soulmeld x 2)
Chakra Binds: 2 (Crown, feet, hands, arms, brow, shoulders available)

Feats
Azurin bonus: Shape Soulmeld (Incarnate Weapon)
Level 1: Shape Soulmeld (Incarnate Avatar)
Level 3: Power Attack
Soulborn 3 bonus: Sapphire Smite
Level 6: Bonus Essentia
Soulborn 7 bonus: Cobalt Power
Level 9: Wild Cohort

Class Features
1: Aura, Smite Opposition (3/day+1/essentia in Sapphire Smite), meldshaping
2: Incarnum defense (immune to fear)
9: Share incarnum defense (1/day, requires standard action and LG ally)

Skills 21 pts total
Name		Tot	Attr	Base	Ranks	Misc
Balance		 0	DEX	 2		-2 acp
*Climb		 2	STR	 4		-2 acp
*Concentration	 2	CON	 2
*Craft
*Diplomacy	 7	CHA	 2	 5
*Handle Animal	15	CHA	 2	13	(+ 2 w/ cohort)
Escape Artist	 0	DEX	 2		-2 acp
*Heal		 2	WIS	 2
Hide		 0	DEX	 2		-2 acp
*Jump		 7	STR	 4	 5	-2 acp
*Know (Arcana)	 0	INT	-1	 1
*Know (Planes)	 0	INT	-1	 1
Move Silently	-1	DEX	 2		-2 acp
*Profession
*Ride		17	DEX	 2	13	+ 2 synergy (+ 5 comp w/ cohort)
Sleight of Hand	 0	DEX	 2		-2 acp
*Spellcraft	 0	INT	-1	 1
*Swim		 4	STR	 4		
Tumble		 2	DEX	 2		-2 acp + 2 synergy

Typical Melds Shaped, Bound and Essentia Invested (on foot)
Soulmelds
Incarnate Weapon (2 essentia, arms) - Law-aligned longsword +2 or Good-aligned warhammer +2
Incarnate Avatar (2 essentia, soul) - +2 insight AC (Good) or melee attack (Law)
Crystal Helm (2 essentia, crown) - +2 resistance to Will vs charm and compulsion, +2 deflection to AC
Lucky Dice (0 essentia, bound hands) - Swift action: +1 luck atk+dmg, saves,
    or skill/abil checks for self and allies within 30' until start of next turn + 0 rnds
Impulse Boots (0 essentia, bound feet) - uncanny dodge, evasion, +0 enh Ref
Pauldrons of Health (0 essentia, shoulders) - immunity to disease/sickened/nauseated, +0 enh Fort
Feats
Sapphire Smite (2 essentia) - Use Smite Opposition 2 additional times per day, +2 damage to smite
Cobalt Power (2 essentia) - +2 insight on attack/ability checks for bull rush, overrun, sunder.
     +2 insight dmg with power attack 2+

Situational Melds to Shape or Bind
Crystal Helm - crown - bind to make melee attacks have the Force descriptor
Wind Cloak - shoulders - meld for DR 2+essentia*2/Magic vs ranged weapons;
     bind to for free Deflect Arrows 1+essentia/rnd
Truthseeker Goggles - brow - meld for +2+2*essentia insight to Gather Info, Search, Sense Motive;
     bind for darkvision 60'
Strongheart Vest - waist, heart - meld for reduced ability damage
Soulspeaker Circlet - crown, throat - meld to understand additional language(s);
     bind crown to speak too
Soulspark Familiar - brow, crown, throat - meld to get least soulspark;
     bind to crown for less, bind to brow for standard
Silvertongue Mask - brow, throat - meld for +2+2*essentia insight bonus to Bluff/Diplo;
     bind to brow to add Sense Motive
Sighting Gloves - hands - meld for ranged to hit bonus; bind for Precise Shot
Sailor's Bracers - arms - sailing skills; bind to swim better
Riding Bracers - arms - riding skills; bind for bonus to melee damage and AC while mounted
Pauldrons of Health - shoulders - bind for immune to energy drain
Mauling Gauntlets - arms, hands - meld for +2+2*essentia morale bonus on Strength checks;
     bind arms 2x melee weapon threat range, bind hands for punching
Illusion Veil - brow - bind for see invisibility, insight bonus to Spot & saves vs. illusion
Hunter's Circlet - crown - meld for +2+2*essentia insight to Heal/Survival;
     bind for Track feat
Flame Cincture - waist - meld for fire resistance 10+5*essentia
Enigma Helm - crown - meld for divination resistance, Will save enhancement bonus;
     bind for immunity to enchantment (charm)
Diadem of Purelight - crown - meld for light, bonus to Spot within light radius;
     bind to negate concealment less than total
Cerulean Sandals - feet - meld for water walking, speed bonus;
     bind for lovely dimension door
Bluesteel Bracers - arms - meld for +2 insight init, + essentia insight weapon damage;
     bind to share init bonus allies within 30'

Equipment			Cost	Weight	Weight on horse
Mithral, Blueshine, Easy Travel, Full plate +2
				15850	25
-Least Crystal Aquatic Action	00250	--
-Restful Crystal		00500	--
Mithral heavy shield +2		05020	7.5
-Lssr Crystal Arrow Deflection	02500
Mwrk Lance			00310		10
Comp longbow +1 (STR+4)		02800	03
-Lst Crystal of return		00300	--
Arrows x 40			00002	06
Amul Tears, Nat Arm +1 (throat)	04300	--
Vest of Resistance +1 (heart)	01000	01
Military saddle			00020		30
Mithral breast plate +1 barding	05800		30
Battle bridle			09000		01
Saddlebags			00004		08
Shovel				00002		08
Backpack			00002	02
Explorer's Outfit		 Free	08
Bedroll				00000.1	05
Crowbar				00002	05
Trail rations x 10		00005	10
Waterskin x 2			00002	08
50' silk rope			00010	05
Sunrod x 4			00008	04
Healing belt			00750	01
62.9 remaining
Totals:					90.5	87

Encumbrance: Light load

Typical Melds Shaped, Bound and Essentia Invested (on horse)
Soulmelds
Incarnate Avatar (2 essentia, soul) - +2 insight AC (Good) or melee attack (Law)
Crystal Helm (2 essentia, crown) - +2 resistance to Will vs charm and compulsion, +2 deflection to AC
Lucky Dice (0 essentia, hands) - Swift action: +1 luck atk+dmg, saves,
    or skill/abil checks until start of next turn + 0 rnds
Impulse Boots (2 essentia, bound feet) - uncanny dodge, evasion, +2 enh Ref
Pauldrons of Health (2 essentia, shoulders) - immunity to disease/sickened/nauseated, +2 enh Fort
Riding Bracers (0 essentia, bind arms) - +4 insight Handle Animal & Ride, +2 insight melee damage, +2 dodge AC
Feats
Sapphire Smite (2 essentia) - Use Smite Opposition 2 additional times per day, +2 damage to smite
pre:
Magebred heavy warhorse wild cohort
STR 22 DEX 18 CON 21
INT  2 WIS 13 CHA  6
Init: +4 Speed: 50'
HP: 101 = 9d8+45  AC: 29 = -1 size + 4 dex + 11 natural + 5 armor
Base Attack/Grapple: +9/+19
Attack:	Hoof +15 melee (1d6+6)
Full Attack:	2 hooves +15 melee (1d6+6) and bite +10 melee (1d4+3)
Space/Reach:	10 ft./5 ft.
Special Qualities: Low-light vision, scent, darkvision 60'
  excellent learner (reduce DC for Handle Animal by 2), thick-skinned breed,
  evasion, Mei can handle as move action with +2 bonus
Saves:	Fort +11, Ref +10, Will +7
Skills: Listen +15, Spot +15, Jump +26, Swim +11, Balance +9
Feats: Endurance, Run, Alertness, Tunnel Fighting, Otherworldly
Tricks: Air Walk, Attack x 2, Come, Defend, Down, Guard, Jump, Seek, Stay, Work

Bouquet fucked around with this message at 05:16 on Apr 28, 2017

Ryuujin
Sep 26, 2007
Dragon God
Piell how does the Monk Belt interact with the Battlemind?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Nyaa posted:

Piell: Can i take Extra Familiar from Dragon Mag?

Nothing from Dragon magazine is allowed

Ryuujin posted:

Piell how does the Monk Belt interact with the Battlemind?

It adds to the effective levels for Powerful Ki and their AC Bonus

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
A Blaster Caster will be here...eventually.

Platonicsolid
Nov 17, 2008

As I consider options...might not want to do a shapeshifter after all. Centaur ranger, maybe? It's in Races of the Wild, and I love some runny-bowy stuff.

Ryuujin
Sep 26, 2007
Dragon God


Tik Kinslayer
Tik, son of Tak. Tik is strong, Tik is mighty! Okay no Tik is not. But Tik is quick, Tik is fast and Tik is not like other goblins. Tak was a mighty goblin, Tak was a big bully. Tak was mean, Tak was vicious, Tak loved to kill humies and mutilate cows. Tak say kill humie, Tak say worship Scaled One. Tak wanted Tik to do these things. Tik no like to kill humies. Tik no like to mutilate cow. Tik no want worship Scaled One. Tak was cowardly, bullying those smaller than him. Tik is brave. Tik stand up to Tak. Tak tell Tik kill these humie children. Tik say no. Tak beat Tik for no follow commands. Tik took many blows, Tik looked upon frightened children, Tik stand up and Tik strike Tak. Tak fall. Tak not get up. Tik kill Tak. Tik feel sad, but sad go away when he look upon humie children.

Tik knew humie children not survive on own. Tik take humie children from camp. Tik confronted by more goblins. Tik sad but Tik kill to save humie children. Tik find big hobgoblin, and Tik kill to save children. Tik even face mighty bugbear. Tik hurt but Tik kill. Tik escape, with humie children. Tik leads them through the wild wilderness until Tik come across humie town. Battered, bleeding, Tik collapse as he return humie children. Humies attempt to kill Tik, but humie children protect Tik. Tell of Tik's bravery. Humies surprised, confused, but humies tend Tik wounds.

Tik recover. Tik get to know humies as Tik heal. Tik is no longer son of Tak. Tik killed Tak. Tik killed many kin. Tik is a kinslayer. Tik cannot return. But Tik not want to return, not want to kill humies, not want to attack livestock, not want to worship scaled ones. Humies let Tik stay, but Tik must work to eat, to have roof. Tik no know many skills. Tik looked upon Tik's tiny hands, which so recently were awash in Tik's kin blood. Tik fight, Tik defend, Tik help humies. Tik become great adventurer. Tik go out in the world and put Tik tiny fists to use. Tik find place in this world for Tik.

pre:
Init: +8	HP: 83/83	AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) 
Fortitude: 10	Reflex: 17	Will: 13
Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8
Move: 70',fly 60	AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit
pre:
Tik Kinslayer Battlemind 10
Chaotic Good	

Strength 	6	(-2)
Dexterity 	26	(+8)
Constitution	13	(+1)
Intelligence 	10	(+0)
Wisdom         	18	(+4)
Charisma 	8	(-1)

Total Hit Points: 83

Speed: 70 feet

Armor Class: 26 = 10 +8 [dexterity] +4 [wisdom] +1 [deflection] +3 [AC Bonus]

    Touch AC: 26
    Flat-footed: 18

Initiative modifier:	+8		= +8 [dexterity]
Fortitude save:     	+10		= 7 [base] +1 [constitution] +2 [resistance]
Reflex save:		+17		= 7 [base] +8 [dexterity] +2 [resistance]
Will save:		+13		= 7 [base] +4 [wisdom] +2 [resistance] +1 [mage slayer]
Attack (handheld):	+8/+3		= 10 [base] -2 [strength]
Attack (Ki Weapon):	+22/+17 	= 10 [base] +8 [dexterity] +4 [enhancement]
Attack (missile):	+18/+13 	= 10 [base] +8 [dexterity]
Grapple check:     	+4		= 10 [base] -2 [strength] -4 [size]

Languages:	Common, Goblin

Feats:    
	Level 1: Agile Athlete (use Dex in place of Str for Climb and Jump)
	Level 3: Superior Unarmed Strike 
	Level 3: Mage Slayer (bonus)
	Level 6: Touchstone (Catalogs of Enlightenment – Celerity)
	Level 7: Weapon Specialization Ki Weapon (bonus)
	Level 8: Pierce Magical Concealment (bonus)
	Level 9: Pierce Magical Protection

Skills
Autohypnosis 	Wis? 	04 = 	+4		
Balance 	Dex 	15 = 	+8	+5	+2 [tumble]
Climb 		Dex 	08 = 	+8	 		
Concentration	Con  	01 = 	+1			
Craft		Int   	+0 = 	+0
Diplomacy 	Cha 	-1 = 	-1		
Escape Artist 	Dex 	08 = 	+8			
Hide	 	Dex 	17 = 	+8	+5	+4 [Size]
Jump 		Dex 	44 = 	+8	+13	+2 [tumble] +16 [speed] +5 [competence]
Know. Arcana	Int   	+0 = 	+0
Know. Psion.	Int   	+0 = 	+0
Know. Relig.	Int   	+0 = 	+0
Listen 		Wis 	09 = 	+4	+5 
Move Silently	Dex   	17 = 	+8	+5	+4 [Race]
Perform 	Cha   	-1 = 	-1
Profession	Wis   	04 = 	+4
Sense Motive	Wis 	08 = 	+4	+4 
Spot 		Wis 	09 = 	+4	+5	
Swim 		Str 	-2 = 	-2	+0 		
Tumble   	Dex 	20 = 	+8	+10 	+2 [Jump]



Air Goblin:
	Goblin subtype
	+4 Dexterity, -2 Strength, -2 Constitution 
	Darkvision 60'
	+4 racial bonus on Move Silently
	Small size
	+1 racial bonus on attack rolls against creatures of the earth subtype
	-2 penalty on all saving throws against spells, SLAs and SU abilities 
		of creatures with the earth subtype.
	Breathless (Ex):  Do not breathe, so have immunity to drowning, 
		suffocation, and attacks that require inhalation.


Battlemind

 - Ki Weapon (+2 (+4 w/feat/item) Enhancement bonus, Unarmed Strike (1d6 /x3))
 - Fighting Versatility
 - AC Bonus (Wis +2)
 - Infuse Ki +5D6
 - Ki Speed (20')
 - Throw Ki Weapon (standard action, 30', dissipates weapon)
 - Stunning Strike DC 18
 - Diamond Soul - SR 20
 - Ki Motion (Fly 60' as part of move)
 - Ki Weapon Enhancement EX (+2 in special abilities for Ki Weapon,
          Goblinoid-Bane and Ghost Touch)
 - Ki Material Enhancement EX (Adamantine, Chaotic and Good aligned)
 - Specialized Ki Weapon (Gain Weapon Specialization Ki Weapon feat)
 - Continual Movement of Ki EX (Permanent Freedom of Movement effect)
 - Bonus Feat (gain Pierce Magical Concealment)
 - Ki Resistance EX (gain Resistance 5 to Fire, Acid, Electricity and Cold)
 - Ki Sense EX (gain Blindsense 30')

Magic Item Purchases:
5500	Boots of Striding and Springing 
4000	Cloak of Resistance +2
16000	Gloves of Dexterity +4
0250	Touchstone artifact, destroyed as part of the bonding ritual
2000	Ring of Protection
2500	Ring of Sustenance
13000	Monk's Belt
4000	Periapt of Wisdom +2
2750 gold remaining 

Ryuujin fucked around with this message at 02:43 on Apr 28, 2017

Bouquet
Jul 14, 2001

Seeker Ilbaen


Elves are commonly seen as snooty and conceited by other people, and with good reason, in Ilbaen's opinion. While it may be true that elves are superior to other races in nearly every way, there's no need to put on airs. Ilbaen believes in keeping her nose level, her words humble, and demonstrating elven superiority by casually shredding the delusion of magical talent possessed by those who cross her.

Ilbaen differs also from most of her kind in her tendency to wander. For some reason most elves are content to remain in the same carefully maintained forest for centuries, discouraging weeds by moving rocks around and the like, just waiting for a bunch of orcs to get their act together somewhere far away and come burn the forest. Ilbaen prefers a more proactive approach to the world; she travels to new places and butchers orc babies before they can grow up, as all just and kind individuals should do. While not slaughtering evil infants, Ilbaen is cheerful and animated, curious about everything new she encounters in her travels and enjoying the local culture and landmarks.

pre:
Race: Elf
Class: Cloistered Cleric of Ehlonna 3/Church Inquisitor 4/Seeker of the Misty Isle 3
Alignment: Lawful Good

STR: 10 = 10
DEX: 13 = 11 + 2 racial
CON: 10 = 11 - 2 racial + 1 level 4
INT: 14 = 14
WIS: 21 = 18 + 2 enhancement + 1 level 8
CHA: 10 = 10

Feats
Level 1: Apprentice: Woodsman (Track as if Track feat when DC <=20)
Level 3: Divine Defiance
Level 6: Point Blank Shot
Level 9: Zen Archery

Racial Features
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects
Low-light vision
Entitled to Search check to notice secret or concealed door as if actively looking for it when pass within 5'

Class Features
1: Aura, Spells, Turn Undead, Prof. simple weapons & light armor
1: Bardic lore, Knowledge Devotion, Divine Magician, Animal Devotion
1: Add to cleric spell list 0—message; 1st—erase, identify, unseen servant;
   2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced
   from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester;
   9th—vision.
1: Divine Magician spell = Guided Shot
3: Divine Magician spell = Arcane Turmoil
4: Inquisition domain, detect evil at will, advance spells
5: Immune to enchantment (charm)
5: Divine Magician spell = Spellcaster's Bane
6: Pierce Illusion
7: Pierce Disguise
7: Divine Magician spell = Enervation
8: Travel domain, Prof. martial weap & li+med armor, advance spells
9: Divine Magician spell = Spell Theft

Combat
BAB: 6 = 1 cl. cleric + 3 ch. inquisitor + 2 SotMI
Init: 1 = + 1 DEX
Move: 30'
AC: 19 = 10 + 6 armor + 1 dex + 2 shield (+ 5 vs ranged attacks)
Fortitude Save: 7 = 3 (cl. cl. 3) + 1 (ch. inq. 4) + 3 (SoTMI 3) + 0 CON
Reflex Save: 6 = 1 (cl. cl. 3) + 1 (ch. inq. 4) + 3 (SotMI 3) + 1 DEX
Will Save: 13 = 3 (cl. cl. 3) + 4 (ch. inq. 4) + 1 (SotMI 3) + 5 WIS
Energy Bow: 6 BAB + 5 WIS + 2 enhancement (bow) + (3 enhancement bane arrow)
Armor Spikes: +6 1d6
Full Attack: +16 1d8+2d6+5 / +8 2d6+2 force range 110'
Turning: 3/day +2 turning check 2d6+3 turning damage

Skills 48 + 24 + 24 = 96
Name			Tot	Attr	Base	Ranks	Misc
^Balance	 	 6	DEX	1	 5	
^Climb			 0	STR	0		
+Bluff			 5	CHA	0	 5
*+^Concentration 	12	CON	0	12
*+Decipher Script	 7	INT	2	 5
*+^Diplomacy		 4	CHA	0		+4 synergy
Disguise		 0	CHA	0		(+2 syn stay in char)
Handle Animal		 0	CHA	0		
^Hide			 1	DEX	1
Escape Artist	 	 1	DEX	1		
+Gather Info		 2	CHA	0		+2 synergy
*Heal			 5	WIS	5
^Hide			 1	DEX	1		
+Intimidate		 2	CHA	0		+2 synergy
^Jump			 5	STR	0	 5	
*+Know (Arcana)		 7	INT	2	 5
^Know (Geography)	 7	INT	2	 5
*Know (History)		 7	INT	2	 5
+Know (Local)		 7	INT	2	 5
aKnow (Nature)		 9	INT	2	 5	+2 synergy
*+Know (Planes)		 7	INT	2	 5
*+^Know (Religion) 	 7	INT	2	 5
^Listen			 7	WIS	5		+2 racial
^Move Silently		 1	DEX	1		
^Ride			 1	DEX	1		
+Search			 5	INT	2	 1	+2 racial
+Sense Motive		10	WIS	5	 5
Sleight of Hand		 3	DEX	1		+2 synergy
*^Speak Language
*+^Spellcraft		17	INT	2	13	+2 synergy
+Spot			 7	WIS	5		+2 racial
a^Survival		15	WIS	5	 8	+2 comp (+2 syn in
			aboveground natural environments or the planes)
Swim			 0	STR	0		
Tumble			 3	DEX	1		+2 synergy
Use Magic Dev		 1	CHA	0	 1	(+4 syn scrolls)

Typical Spells
Lvl 0 (6): Summon Holy Symbol, Read Magic, Mending, Detect Magic x 3
Lvl 1 (6+1): Longstrider*, Guided Shot x 3, Protection from Evil, Conviction, Divine Favor
Lvl 2 (5+1): Locate Object*, Divine Insight, Arcane Turmoil x 2, Lesser Restoration, Silence
Lvl 3 (4+1): Fly*, Mass Resist Energy, Dispel Magic x 2, Crown of Might
Lvl 4 (4+1): Sacrificed to Raptor Arrow, Dimension Door*, Greater Resistance, Mass Shield of Faith, Restoration
Lvl 5 (3+1): Teleport*, Revivify, Spell Theft, Triadspell

Equipment			Cost	Weight
Energy Bow			22600	 3
Raptor Arrow			 6006	--
Mithral Breastplate + 1		 5050	15
  AC 6 Max Dex 5 ACP 0
-Armor spikes			   50	10
-Restful Crystal		  500
Buckler + 1			 1165	 5
-Lsr Crys of Arrow Deflection	 2500	--
Amulet of Tears and Wisdom + 2	 6300	--
Healing Belt			  750	 1
Bts Agile Leaping & Translocate	 2300	 2
Revivify diamond		 1000	--
Restoration diamond dust x 2	  200	--
Crown of Might focus		   10	 1
Stalwart Pact incense		  250	--
Scroll case			    1	.5
Scrolls (see below)		 1000	--
Backpack			    2	 2
Spell Component Pouch		    5	 2
Wooden Holy Symbol		    1	--
387.5 gp
Total:					41.5 lbs

Equipment Carried by Someone Else
Sunrod x 5			   10	 5
Waterskin x 2			    2	 8
50' silk rope			   10	 5
Trail rations x 10		    2.5	 5

Encumbrance: Medium load (Light load w/ Strength 12 from Crown of Might)
Energy Bow = +2 composite longbow that adjusts to user's strength, fires magically created 2d6 dmg force arrows, and allows for ranged power attack

Lvl 1 spell notes - Protection from Evil, Shield of Faith, Conviction, Divine Favor, Ebon Eyes, Eyes of the Avoral, Hide from Undead, Healthful Rest, Guided Shot, Longstrider
Lvl 2 spell notes - Align Weapon, Animalistic Power, Benediction, Dark Way, Divine Insight, Divine Protection, Ghost Touch Armor, Resist Energy, Lesser Restoration, Silence, Arcane Turmoil
Lvl 3 spell notes - Fly, Mass Align Weapon, Battlemagic Perception, Spellcaster's Bane, Crown of Might, Dispel Magic, Divine Retaliation, Grace, Invisibility Purge, Magic Circle against Evil, Magic Vestment, Prayer, Remove Curse, Mass Resist Energy, Ring of Blades, Sonorous Hum, Wind Wall
Lvl 4 spell notes - Dimension Door, Enervation, Assay Spell Resistance, Death Ward, Dimensional Anchor, Dismissal, Divine Power, Freedom of Movement, Lower Spell Resistance, Panacea, Greater Resistance, Restoration, Sacred Item (downtime), Sheltered Vitality, Mass Shield of Faith
Lvl 5 spell notes - Teleport, True Seeing, Spell Theft, Break Enchantment, Divine Retribution, Swift Etherealness, Incorporeal Nova, Life's Grace, Plane Shift, Revivify (1k gp diamond), Righteous Might, Righteous Wrath of the Faithful, Stalwart Pact (downtime, 250 gp), Surge of Fortune, Triadspell, Zone of Respite, Zone of Revelation

pre:
Init: +1	HP: 57/57	AC: 19/11 t/18 ff, +5 vs ranged
Fortitude: 7	Reflex: 6	Will: 13
Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9,
           Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff 5, Diplomacy 4
Move: 30'	AoO: +6 1d6
Conditionals and Ongoing Effects
Immune to all Enchantment [Charm] spells and effects
Immune to magic sleep effects
+2 racial bonus to saves vs. Enchantment spells and effects
Make Will save upon visual contact with illusion to see through it
+4 competence bonus to Spot vs. Disguise
Gain 20 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP
If bow, armor, or shield is touched by undead or evil outsider/shapechanger they
  take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes.
  Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
Spells and Daily Uses
Amulet of Tears: 3/3 remain	Healing Belt: 3/3 remain
0: Summon Holy Symbol, Read Magic, Mending, Detect Magic x 3
1: Longstrider, Guided Shot x 3, Protection from Evil, Conviction, Divine Favor
2: Locate Object, Divine Insight, Arcane Turmoil x 2, Lesser Restoration, Silence
3: Fly, Mass Resist Energy, Dispel Magic x 2, Crown of Might
4: Dimension Door, Greater Resistance, Mass Shield of Faith, Restoration
5: Teleport, Revivify, Spell Theft, Triadspell
Cleric Scrolls
Lvl 1: Eyes of the Avoral (10 min +8 racial Spot) 25gp, Protection from Evil (1 min) 25gp, Hide From Undead (lvl 5) 125gp, Delay Disease 25 gp, Healthful Rest x 2 50gp
Lvl 2: Lore of the Gods 150 gp
Lvl 3: Battlemagic Perception 375 gp
Druid Scrolls
Lvl 1: Camouflage (10 min, +10 circ Hide, personal) 25gp, Hawkeye (10 min, +5 comp Spot +50% range increment, personal) 25 gp, Kuo-toa Skin x 2 (1 hr, +8 Escape Artist, immune to all webs, touch) 50gp
Lvl 2: Mass Camouflage (30 min, +10 circ Hide to any num within 60' of each, medium) 125 gp

Bouquet fucked around with this message at 06:45 on May 14, 2017

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Chalk me down as also willing to change classes/characters if we need a specific niche filled.

Anias
Jun 3, 2010

It really is a lovely hat

I'll finish up my orc wizard tonight or tommorrow - it was a busy weekend.

Rhjamiz
Oct 28, 2007

Edit: Whoops poo poo wrong button. Maybe a dude coming we'll see.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Any news on when recruitment closes?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Recruitment will be closed next Thursday.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Parakavri, Psionic Blaster and Shaper


This young feminine-presenting "adult" possesses adept psionic abilities and an affinity for chaos. Seemingly left alone to fend for themselves and create their own identity, the power of their mind was focused towards destroying anything that would pose a threat to them, and they found themselves wandering the lands, looking for any place that would put a roof over their heads and someone to give them company. Given their penchant for mischief and rather violent response to perceived attackers, however, they are constantly on the move, and found that they do not always get to keep the company of those they would consider a friend. To that end, they created their own.

The Stone One, Guardian of Parakavri


Referred to simply as "The Stone One" when questioned on the matter, Parakavri created this being while staring at the moon and observing its seemingly smooth surface, dotted with small dimples. Its size and power grows along with its creator, and while it is not much for conversation, it seems to put the little one's worries at ease.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Since we have five character sheets, I'll be taking everyone! Bouquet, I'm gonna go with the cleric, so put up a quick backstory for that character. Game thread will be up tomorrow.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
:toot:!

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Power Link shards are now banned from stacking, goddamn.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Thread is up!

Bouquet
Jul 14, 2001

Ok, I've got spells sorted out. I think it's reasonable that I've cast some of the permanent stuff before the adventure. Anyone who can spare 250 gp can have a Stalwart Pact. I'll put Sacred Item on as many things as Piell will allow since it has no expensive material component. Definitely on anyone's primary melee weapon and armor, potentially on some ammo.

If anyone has any spare cash to contribute to the "expensive spell components for spells that will potentially save your rear end/the party a lot of money" fund please let me know. So far I've spent 1450 gp

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Bouquet posted:

Ok, I've got spells sorted out. I think it's reasonable that I've cast some of the permanent stuff before the adventure. Anyone who can spare 250 gp can have a Stalwart Pact. I'll put Sacred Item on as many things as Piell will allow since it has no expensive material component. Definitely on anyone's primary melee weapon and armor, potentially on some ammo.

If anyone has any spare cash to contribute to the "expensive spell components for spells that will potentially save your rear end/the party a lot of money" fund please let me know. So far I've spent 1450 gp
Simplify how all this works for my dumb rear end? (Stalwart Pact and Sacred Item, specifically.)

Bouquet
Jul 14, 2001

Sacred Item: I cast a level 4 spell with duration permanent on an item and "If the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment, the positive energy discharges with a flash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature.
If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time.
If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses."

Stalwart Pact: I cast a level 5 spell on you with duration permanent and a 250 gp material component and "Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35 hit points at 14th level), damage reduction 5/magic, and a +2 luck bonus on saving throws" for 1 round/level.

I have Caster Level 10 atm.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Bouquet posted:

Sacred Item: I cast a level 4 spell with duration permanent on an item and "If the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment, the positive energy discharges with a flash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature.
If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time.
If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses."

Stalwart Pact: I cast a level 5 spell on you with duration permanent and a 250 gp material component and "Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35 hit points at 14th level), damage reduction 5/magic, and a +2 luck bonus on saving throws" for 1 round/level.

I have Caster Level 10 atm.
Cool, I'll add them to my sheet.

Bouquet
Jul 14, 2001

PMush Perfect posted:

Cool, I'll add them to my sheet.
Just subtract 250 gp for the cost of the Stalwart Pact and you're good to go with a not super huge survival boost if you're badly hurt! :)

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Unknown Quantity You have 24 hours to post or lose your turn.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
The term 'rocket tag' suddenly comes to mind. Also 'ow'.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
I might have gone a bit overboard in building a blaster caster, sorry. In Jorn's case, though, It was a lot of really lucky rolls, plus literally everything dogpiling him. If they'd had a second target to spread the damage around, it'd probably have been a different story here.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I mean, I'll be fine, Fast Healing means just a couple minutes and I'll be right as rain, just kind of funny that by the time my turn came around, everything was basically already dead.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Double post for a couple questions.

First, is there a discord? I saw the roll log.

Second, would you allow Sacred Item on some ammo, Piell? I'd be cool with being limited to a certain amount per battle, and/or having to spend a move action or whatever to switch which type I'm loading.

Bouquet
Jul 14, 2001

We're in #redhandofdoom on synirc.

Stalwart Pact is a one-shot thing, so Jorn's is gone for now. On the plus side he's still alive, because it looks like he would have gone below -9 there.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
2 rules things. First, I'm going to limit Sacred Item to one item per time per character (can be one piece of ammunition if you want). That's enough to be useful without making it pointless to throw any of the creatures t works against against you. Second, Unknown Quantity you actually used your.psionic focus twice (once to boost the power and once to summon) which you can't actually do without recovering it so remember that for the future.

And yeah the crocoswine hit Jorn 6 out of 7 times despite needing a 12+ to hit him.

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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
I've set up a Discord channel for this game, go there for discussion/rolling

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