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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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# ? Apr 25, 2017 13:13 |
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# ? Apr 26, 2024 15:05 |
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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 girl dick energy fucked around with this message at 16:14 on Apr 25, 2017 |
# ? Apr 25, 2017 13:39 |
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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 |
# ? Apr 25, 2017 16:48 |
Something will appear here involving a wizard and a pile of fighting men.
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# ? Apr 25, 2017 18:18 |
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I may put a shapeshifter here!
Platonicsolid fucked around with this message at 18:36 on Apr 25, 2017 |
# ? Apr 25, 2017 18:33 |
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Dangit I waited to long to post interest and now not only is there a Wrestler in the works but a Shapeshifter as well.
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# ? Apr 25, 2017 18:35 |
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Piell: Can i take Extra Familiar from Dragon Mag?
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# ? Apr 25, 2017 19:26 |
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I am currently thinking of Battlemind, should probably post that before that gets called too.
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# ? Apr 25, 2017 19:42 |
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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 |
# ? Apr 25, 2017 22:47 |
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Piell how does the Monk Belt interact with the Battlemind?
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# ? Apr 25, 2017 23:43 |
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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
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# ? Apr 26, 2017 01:38 |
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A Blaster Caster will be here...eventually.
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# ? Apr 26, 2017 15:58 |
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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.
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# ? Apr 27, 2017 22:02 |
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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 |
# ? Apr 28, 2017 01:32 |
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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) 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 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 |
# ? Apr 30, 2017 06:56 |
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Chalk me down as also willing to change classes/characters if we need a specific niche filled.
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# ? Apr 30, 2017 07:00 |
I'll finish up my orc wizard tonight or tommorrow - it was a busy weekend.
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# ? Apr 30, 2017 23:27 |
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Edit: Whoops poo poo wrong button. Maybe a dude coming we'll see.
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# ? May 1, 2017 15:39 |
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Any news on when recruitment closes?
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# ? May 3, 2017 22:33 |
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Recruitment will be closed next Thursday.
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# ? May 4, 2017 03:44 |
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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.
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# ? May 10, 2017 06:25 |
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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.
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# ? May 11, 2017 17:29 |
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!
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# ? May 11, 2017 18:18 |
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Power Link shards are now banned from stacking, goddamn.
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# ? May 12, 2017 12:31 |
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Thread is up!
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# ? May 12, 2017 13:49 |
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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
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# ? May 12, 2017 21:29 |
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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.
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# ? May 12, 2017 21:40 |
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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.
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# ? May 12, 2017 21:59 |
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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.
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# ? May 12, 2017 22:09 |
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PMush Perfect posted:Cool, I'll add them to my sheet.
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# ? May 12, 2017 23:00 |
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Unknown Quantity You have 24 hours to post or lose your turn.
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# ? May 15, 2017 12:23 |
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The term 'rocket tag' suddenly comes to mind. Also 'ow'.
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# ? May 16, 2017 02:07 |
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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.
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# ? May 16, 2017 02:14 |
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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.
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# ? May 16, 2017 02:28 |
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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.
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# ? May 16, 2017 03:58 |
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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.
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# ? May 16, 2017 07:23 |
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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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# ? May 16, 2017 08:04 |
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# ? Apr 26, 2024 15:05 |
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I've set up a Discord channel for this game, go there for discussion/rolling
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# ? May 18, 2017 13:19 |