The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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What it says on the tin; Caffiene addict 20

I say we've worked together before. It'll save us a lot of trouble.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Here's my character, obviously a work in progress.

Going to go for a sort of jack of all trades, as at this level I can do a lot via spells and magic items.


Just to let you guys know, I'll probably be using Fiendish Codex I: Hordes of the Abyss, items from Necromancer Games and other resources for some parts of this game since Paizo has not published epic rules or gives stats to many of the higher level demons.

I understand their reasoning, but that doesn't help us too much. I like the idea of their being demons and demon lords that are within reach of the PCs earlier on rather than all of them having more than 30 CR.

Otherwise, I'm looking forward to what you guys come up with with your characters and backstories.

EDIT: I'll still be using Paizo demons such as Deskari, but some of the minor demon lords you face earlier will be pulled from 3x material.


Male Human Varasian Chirgun 18

As a Man of the Healing Arts I would have been glad to aid this band of heroes and keep them standing. So count me in for having worked together.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I say we worked together as well; that would be far simpler.

GM_Arbiter wrote:


I was unaware of the "no speaking" clause on the level 17 ability. I don't think that using a helm of telepathy violates that since it specifically refers to speaking. It will make roleplaying your character a bit more difficult, so I'll leave the decision up to you.

It does hurt to lose evasion and improved evasion, to my mind. Be sure you like what you are getting in return.

Yeah, I completely forgot about evasion until today. But I'm looking into the Ring of Evasion. I think that's gonna be quite the necessity.

"As far as defining how I'll speak in telepathy, I would write it as such." It's typical thought mode except with bold.

His persona is more aloof anyway. But if we go with the "already know each other bit" then I can see him speaking to the others normally. This guy's never gonna be the life of the party, but he'll talk.

Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.


Just to share some background for this game that everyone would probably know:

The game begins during the Fourth Mendevian Crusade, which was sparked by a powerful balor known as the Storm King. He and his forces were able to damage one of the wardstones that protect Mendev and invade. The incursion was pushed back, but the Storm King was not defeated. Even now he rallies more troops, demons and sycophants alike, to his banner.

Meanwhile, Mendev is a land divided.

Enigmatic creatures within the Estrovian Forest kill mortal and demon alike, depriving the country of a convenient source of timber and wild game.

The call for troops to fight in a new crusade has attracted a large number of foreigners, including untested youth, greedy mercenaries, unscrupulous merchants, camp followers and the occasional demonic cultist.

Much ill will remains after the third crusade, which turned into an internal witch hunt that still divides the region. The original tribal inhabitants of the land claim it was an attempt at genocide, while the pious maintain the natives had turned to demon worship.

The country is ruled by Queen Galfrey, Sword of Iomedae, in name only. Her concrete authority stretches to the walls of the fortress capital of Nerosyan. Outside those limits, her word is not law, so much of her time is spent in political maneuvering to keep the various commanders throughout Mendev working toward a common goal.

The result is the current crusade is one of the least organized, a fact that some of the more righteous commanders blame on the influx of the so called "low templars," people who fight outside of an organized religious army.

Mendev is the perfect place to make a buck, start a fight or become a world-renown hero. It's also the place where many thousands of people are going to die.


Javell DeLeon wrote:
Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.

That's up to the group, not me. If AC is your main concern, the tower shield archetype is probably a good bet. That's 10 base + 9 full plate + 4 shield + 5 enhancement to plate + 5 enhancement to shield + 5 natural armor + 5 deflection + 1 Dex (maybe more, depends). That's 44 before you add in bonuses from spells such as Haste. The armor master only loses a few points of AC for DR, which is really nice.

A Vavakia Demon is CR 18. It has these melee attacks in addition to its spellcasting abilities.

+1 unholy ranseur +28/+23/+18/+13 (3d6+17/×3) or bite +27 (3d6+11 plus smoking wound), 2 claws +27 (1d8+11), tail slap +27 (2d8+16 plus stun).

Feel free to take a look at some of the creatures in the bestiary to get an idea of what the party might run into if that helps you make a decision.


m Orc 8 Fighter / 2 Champion
Javell DeLeon wrote:


Now let me ask, would running the Tower guy and/or the Armor Master guy be more preferable? Mainly I ask because I don't want the whole Vow of silence to become an issue. Obviously I wish that wasn't a part of it. That's the only bit I don't like about the Archetype. But, it is what it is. The good thing is, it's only a 24 hour penalty.

Actually, it seems as if the whole crew is invested in stealth. If you bring in a fully armored guy it would probably hurt our capabilities. I like the idea of us being a covert ops team and having us all invested in stealth and speed is really a cool idea. Stick with the Monk, after all, it is your first choice.

I still think it is a fine idea to have our own troupe of "Low Templars" who are and have been for a while combating the demon hordes. I would personally think that our group has been not engaging in the genocide of the 3rd crusade, but rather found the business detestable and ignored it and did what they claimed to do. Kill the demons. But even still, they got a poor reputation from both sides because the natives pigeonhole them with the other crusaders and the crusaders view them as rogue scum, and for my character's part, they might not be far off.

He will be loyal to the company, and by extension all of you. Not to mention the battles spent together and the friends you have lost have brought us closer together than those from our various backgrounds would have.

I'm still going to be throwing out group names until one sticks. The Company of the Silent Sting, The Wall of Kenabres, The Abyssal Hounds...


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:


+1 unholy ranseur +28/+23/+18/+13 (3d6+17/×3) or bite +27 (3d6+11 plus smoking wound), 2 claws +27 (1d8+11), tail slap +27 (2d8+16 plus stun)

Okay, I don't feel bad about having an AC of 43 (48 with Barkskin). So it can be high as a Monk too.

I actually don't have a problem at all with a silent Monk. I like the whole schtick you got going, and it will be fun to play with. We can have someone speak for you if you want to make a point, and I can imagine a whole Chewbacca kind of deal where other people wouldn't understand your intent, but the person who responds to you can inform everyone else whats going on by their response. Although we actually get your words, and its the NPC's who are out of the loop. No problem by me.


A stealth group can be very effective. Even in situations where the group is forced to travel a certain path (which does happen in part of the first adventure), you can still get a surprise round on the enemies.

Don't forget the Shadow enchantment for your armor if you want to go this route. It doesn't cost bonuses, just extra money.

3,750 gp for +5 Stealth
15,000 gp for +10 Stealth
33,750 gp for +15 Stealth


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:

A stealth group can be very effective. Even in situations where the group is forced to travel a certain path (which does happen in part of the first adventure), you can still get a surprise round on the enemies.

Don't forget the Shadow enchantment for your armor if you want to go this route. It doesn't cost bonuses, just extra money.

3,750 gp for +5 Stealth
15,000 gp for +10 Stealth
33,750 gp for +15 Stealth

Would you allow those enchantments to be put on Bracers of Armor?


Yes, in my games I do allow that.

In fact, Bracers of Armor can have up to +8 in bonuses. This can be all armor (the normal method), or a mix of armor and other armor enchantments (such as fortification) in the normal Pathfinder rules. Therefore, I allow characters to put any of the armor enchantments that just cost money on the Bracers of Armor.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I didn't think about the whole Stealth issue. Not that the armor guys couldn't invest in the Shadow, greater armor special ability, but that cost money.
And let me tell you, I have both built in herolabs and the cost for the weapons and armors alone for each guy are so dang high! It's tough to afford anything else! :P

I think he'll be kind of interesting myself. I got mine at an AC of 49 normally. (But just for the record, I've managed him up to a 62 AC) :)

So what are your thoughts on the helm of telepathy?(As pure fluff, it'll be a normal looking, gray wide brimmed hat of telepathy.) I actually have that planned for, but if you guys think it not necessary, then I can roll without it. I can easily find something else to acquire. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Man, this is what I get for taking to long to post. :p

Now in regards to you allowing cost being added to bracers; that's just freaking cool!

There was some things I wanted to add but didn't because it says you can't add anything that has a cost on it to bracers. It has to have a + something or other.

Cool.

Have to go back and adjust....


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

I've worked out most of my spending list, Armor, Shield, Bow, Sword, Belt of stats, Helm of stats, and some odds and ends I'm fond of or that work with this character. Still not finished, and depending on final stats, may switch some stuff around.

I'll have solid AC, nothing insane, but I can also boost via Judgements and spells. Especially since I can do three Judgements at a time.


I realize the normal pathfinder rules are against adding things to your Bracers that just cost money, but I've never really seen a logical reason for that other than "we want to punish the rogue."


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I have no idea why they do that. It's armor, why can't you use armor special abilities?!

Doesn't make a lot of sense to me either.

I'm kinda curious to know their reasoning behind it.


Javell DeLeon wrote:

Yeah, I have no idea why they do that. It's armor, why can't you use armor special abilities?!

Doesn't make a lot of sense to me either.

I'm kinda curious to know their reasoning behind it.

I assume it's meant to limit high Dexterity classes, since that ability score adjusts AC, Touch AC, Initiative, Reflex saves, ranged attacks, melee attack roles with finesse, and even melee damage for those who do certain feats/build.

A character the focuses on Strength to the same level only gains melee hit, melee damage and ranged damage on thrown items (which have a much shorter range than bows).


m Orc 8 Fighter / 2 Champion

I am imbedding Ioun stones in both arms, underneath my bracers of armor to hopefully obscure casual scans for magic. I actually put one cracked pearly white under each arm. I know they don't stack, but they do provide redundancy. Thus if one is discovered, or one arm is even cut off, or he is cut in half, he can still come back from that without necessity of spending diamond dust. He would need both arms cut off and be reduced to negative hitpoints in order to be killed.

TCG. If I purchase Gravity Bow for you, could you cast it on my Ioun stones of Spell Storing when you have open slots for the day? With that and a Ki point, I can do 4d8 damage with each arrow for base damage. I will likely save it for heavy combat times, so I wouldn't even use it every day.


What it says on the tin; Caffiene addict 20

Note the bold: ;-(

Gravity Bow
School: transmutation
Level: ranger 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D) (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.


m Orc 8 Fighter / 2 Champion

Note the Bold :-)

Ring of Spell Storing, Minor
Aura faint evocation; CL 5th

Slot ring; Price 18,000 gp; Weight —

Description
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.


Male Pale Master

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Oterisk wrote:

Note the Bold :-)

Ring of Spell Storing, Minor
Aura faint evocation; CL 5th

Slot ring; Price 18,000 gp; Weight —

Description
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

lol

in that case, sure. no prob.


Yup, that's why it takes up a ring slot. It's badass.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Made some progress on my character sheet. Its still very much a work in progress. WOrk has been busier than I expected. Also need to change the photo. It too closely resembles another of my alts. lol


m Orc 8 Fighter / 2 Champion
GM_Arbiter wrote:
Yup, that's why it takes up a ring slot. It's badass.

Actually, the Ioun Stone doesn't take up a ring slot, but its also more limited. It can only hold one level 1 spell, but it otherwise works like a ring of spell turning.

I bought two.


Oterisk wrote:
GM_Arbiter wrote:
Yup, that's why it takes up a ring slot. It's badass.

Actually, the Ioun Stone doesn't take up a ring slot, but its also more limited. It can only hold one level 1 spell, but it otherwise works like a ring of spell turning.

I bought two.

Yeah, I was referring to the ring, but both are good.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

ALright, Brother. You are imbued with spell ability. Pick two first level and one second level clerical spell. You can cast each of those once or until I renew them. The caster level of that is 15. Choose wisely.

Edit: Healing spells are always good, but If I could also recommend

Any of the Protection from Evil line of spells

Detect Evil/chaos/charm

Instant Armor CLR2
Blessing of Courage and life Clr2
Align weapon Clr2
Aid Clr 2

Weapons against evil CLr1 <--Two gold stars for this one
Shield of Faith Clr1
Liberating command Clr1
KNow thy enemy Clr1
GOrums armor Clr 1
Air bubble Clr 1


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Abundant Amunition CLr 1


Sparel Radtymah wrote:
Abundant Amunition CLr 1

An adundant quiver would be a cool and cheap magic item.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Ok, my sheet is 95 % done. I need to tweak a few things and add some mechanical notes (like telekinetic CMB), but otherwise it's basically done.

Feel free to ask any questions you need. Also everyone feel free to double check my numbers. I'm confident, but playing with two caster lists is a bit daunting.

Note to ALL: I do not have mats to res people. Sorry. I'm going to assume we just got back from a mission and i'm out of diamond dust. Dying would be bad.

However, for the price of 1000GP you can have a clone ready to go on my demiplane.


Male Weremonkey Rogue/Ranger/Trickster

I'm starting to build my character, and I'm noticing a serious problem: my stats are going to suck. With only a 15 point buy, I can't get anything really decent, and even with +4 to everything via items, only my Wisdom is going to be solidly high. Unfortunately, the Inquisitor is kinda MAD, needing good Str and Con along with decent Dex plus a high Wis. Int and Cha can suffer a bit, but not too badly.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Monkeygod wrote:
I'm starting to build my character, and I'm noticing a serious problem: my stats are going to suck. With only a 15 point buy, I can't get anything really decent, and even with +4 to everything via items, only my Wisdom is going to be solidly high. Unfortunately, the Inquisitor is kinda MAD, needing good Str and Con along with decent Dex plus a high Wis. Int and Cha can suffer a bit, but not too badly.

I had to buy a wis item just to be able to cast all my spells.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Oterisk wrote:
I am imbedding Ioun stones in both arms, underneath my bracers of armor to hopefully obscure casual scans for magic. I actually put one cracked pearly white under each arm. I know they don't stack, but they do provide redundancy. Thus if one is discovered, or one arm is even cut off, or he is cut in half, he can still come back from that without necessity of spending diamond dust. He would need both arms cut off and be reduced to negative hitpoints in order to be killed.

LOL! I just died on this! I love how you say this matter-of-factly! This is what I hear: "Well, if my arm gets cut off, no biggie. I have another one. If both my arms get cut off, then still no problem, 'cause I'm not in negatives yet. And I'll just bite 'em to death. (Monty Python anyone? :)) Now, the real trick is, to have them cut me in half. If they do that, then that's on them. I still have my arms. So I'm good. I'm good." :)

The ioun stone business under the armpits (barring the smell ;)), is a pretty cool idea.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

Okay. Talk to me on how this Telepathic bond works. That actually sounds kind of interesting. And will get back to you on the AC...


Male Weremonkey Rogue/Ranger/Trickster

Also,
I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Javell DeLeon wrote:
Stiehl9s wrote:

@ Javell - you could get a Telepathic bond with TCG and let him translate for you like Oterisk's Chewbacca reference (which is how I will envision it henceforth ^_^ )

Id like to see how you got a 62 AC also. My 36 seems paltry in camparison.

Im going to be thinking of some party names to add to Oterisk's choices.

Okay. Talk to me on how this Telepathic bond works. That actually sounds kind of interesting. And will get back to you on the AC...

Per the spell, but permanency only bonds two people permanently per permanency. It's like talking, only it'll be in your head.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Monkeygod wrote:

Also,

I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.

You may want to reconsider your build. Maybe you could do a dervish ranger with a few dips into Monk for fun abilities?


Male Weremonkey Rogue/Ranger/Trickster
Sparel Radtymah wrote:
Monkeygod wrote:

Also,

I'm not saying I can't work with what I have, I am just worried that my capabilities(to hit, dmg, hp, etc) won't be up to par with what we're gonna be facing. I have spells and Judgements and other boosts here and there, but not sure if that'll be enough.

Though, if any BBEG is an Evil Outsider, he's pretty much done for.

You may want to reconsider your build. Maybe you could do a dervish ranger with a few dips into Monk for fun abilities?

Nah, I should be alright, Inquisitor is currently one of my favorite classes, and I really wanna try out one at high level. Just pointing out what could be an issue..

Maybe not though, who knows.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Okay. This is the guy I built about two years ago for a pbp that died before it started. Having that happen is what taught me to NEVER again post as a newly created pc in the OOC thread. At this point it doesn't matter, but until the game has actually started, I won't do it.

Anyway, ignore the builds. The main one is ninth level. The one at the bottom is like 11th. I refuse to erase the main one due to the time it took me to create that cat. (FOR-EEH-VOR!) It was when the iconics were being posted on the boards. I copied it exactly as Sajan was copied.

Now as far as the 62 AC: Now this includes applying everything under the sun. (Including the kitchen sink. But no spells) ;)

+10 AC to start
+9 AC Wisdom.
+4 AC due to Monk special ability at 4th level and/4 levels.
+7 Bracers.
+1 Natural armor due to Iron Monk(Monk of the Sacred Mountain ability)
+2 Improved Natural armor feat taken twice
+4 Amulet of Natural armor
+5 Ring of Protection
+4 Ki Defense (dodge)
+2 Stand in place(Monk of Mountain ability again) (shield bonus)
+6 total defense (dodge)
+1 crane style dodge bonus when fight defensively or total defense
+4 Dexterity
+1 Dodge(feat)
+2 insight bonus due to Vow of Silence
---
+62 :)

Man I'm glad you asked, because when I looked at it, I was only coming up with 59. And then at one point I managed only 56! After looking and looking, I finally found it all. Whew!

I'll admit I'm on the fence on the Improved Nat armor feats. I think it fits his character pretty well, but there may be something else I think may be a bit more helpful, honestly. Not that a higher AC isn't helpful, but it does appear as if it could be a bit much. (I say that now, but when demon dude bust out with a roll that just matches my AC, I'm gonna be like; "NOOOOOOO!" Meh, we'll see.

I'll take any input on feats if you guys want to throw some out there. It's possible I could be missing a good one somewhere; one (or several) that I don't know about.


I should be home soon, and I'll post some of the iconics at around this level. It should help a bit. Like I said before, this is a test of high level play based on the existing rules. Part of that is 15 point buy. According to the rules, changing that means I should also change how the NPCs are built to compensate.

The normal heroic array of stats is 15, 14, 13, 12, 10, and 8 just like it was in 3.0. If it appears you guys cannot hit the broad side of a barn, I'll take another look at the numbers.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

On the subject of telepathic bond. It looks as if it can be dispelled, right?

And as far as that goes, if a creature cast dispel magic at you, would it automatically dispel that spell? Or would they have to target it specifically?

Furthermore, say they don't know about the spell being active, is that even pertinent? Is it necessary to know that a spell is there for it to be dispelled?

Sorry about all the questions. Just trying to cover all the bases, if possible.


Imrijka, female half-ord inquisitor 1 (iconic): Str 16, Dex 12, Con 13, Int 10, Wis 15, Cha 8.
AC 17, Touch 11, FF 16 (+5 armor, +1 Dex, +1 shield), HP 10, Fort +3, Ref +1, Will +4
Attacks: +3 morningstar (1d8+3), +3 spiked gauntlet (1d4+3), +1 shortbow (1d6+3)
Skills Climb –2, Intimidate +9, Knowledge (dungeoneering) +4, Knowledge (religion) +4, Perception +6, Sense Motive +7, Survival +6

Alahazra, female human oracle 1 (iconic): Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 17.
AC 16, touch 13, FF 13 (+3 armor, +2 dex, +1 dodge). HP 8, Fort -1, Ref +2, Will +3

Feiya, female human witch 1 (iconic): Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13.
AC 12, touch 12, FF 10 (+2 dex), HP 8, Fort +1, Ref +4, Will +2.

Level 1 Human Cleric from Beginner's Box: Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12
Level 1 Human Fighter from Beginner's Box: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Level 1 Elven Rogue from Beginner's Box: Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 10
Level 1 Human Wizard from Beginner's Box: Str 12, Dex 10, Con 13, Int 17, Wis 14, Cha 8

High level examples will come soon.


m Orc 8 Fighter / 2 Champion

Well, my flurry BAB when I am using Deadly Aim is a +30 and so on. Which means I hit that demon you posted with a 3 or better on my highest shot, but only because I have a demon bane weapon, I assume most of us will. But the Zen Archer is not MAD, the only thing I really need is Wisdom. Other people who are more MAD might have more difficulty hitting things.

Speaking of high wisdom, I recommend the guided property for melee weapons. Also I think everyone's main weapon should be at least a +5 to overcome their damage reduction, a +6 preferable in case we run into anything that has Epic damage reduction.


Here are some examples closer to your characters' current level. One of then is a MAD class, the paladin.

Seelah, female human paladin of Iomedae 17:
Str 20, Dex 10, Con 18, Int 8, Wis 14, Cha 18.
183 HP, AC 36, touch 15, FF 36, Saves Fort +23, Ref +14, Will +21, DR 5/evil, auras, immunities, etc.,
Offense: Melee +4 cold iron holy longsword
+27/+22/+17/+12 (1d8+9/17–20)
Ranged +3 holy composite longbow
+20/+15/+10/+5 (1d8+8/×3)
Base Atk +17; CMB +22; CMD 37
Special Attacks
channel positive energy (DC 22, 11d6), smite
evil 6/day (+4 attack and AC, +17 damage)
Spells (CL 14th, Conc. +18)
4th—death ward, neutralize poison
3rd—daylight, dispel magic, prayer
2nd—remove paralysis, resist energy (2), shield other
1st—divine favor (2), endure elements, lesser
restoration (2)

Skills
Knowledge (religion) +10
Perception +13
Sense Motive +20
Feats
Blind-Fight, Cleave, Extra Lay On Hands,
Improved Critical (longsword), Improved
Initiative, Improved Vital Strike, Power
Attack, Step Up, Vital Strike, Weapon
Focus (longsword)
Special Abilities
detect evil at will, divine bond (weapon
+5, 4/day), divine grace, lay on hands
(8d6, 14/day), mercies (blinded, cursed,
diseased, sickened, stunned)

Combat Gear potions of fly (2), potion of protection from energy, wand of cure serious wounds (50 charges), wand of restoration (20 charges); Other Gear +5
improved cold resistance full plate, +5 light fortification heavy steel shield, +3 holy composite longbow (+5 Str) with 20 arrows, +4 cold iron holy longsword, belt
of physical might +4 (Str and Con), boots of speed, cloak of resistance +5, glove of storing, pink and green sphere ioun stone, phylactery of positive channeling,
ring of feather falling, ring of protection +5, backpack, silver holy symbol, rations (10), 450 gp

Harsk, male dwarf ranger 17:
LN, +5 Init, Speed 20, Str 18, Dex 20, Con 18, Int 10, Wis 14, Cha 6, HP 166, AC 35 (+4 vs giants), Touch 20, FF 30, Fort +14, Ref +15, Will +9;
+2 vs. poison and spells; Defensive Abilities - improved evasion

Offense
Melee +3 adamantine dwarven thrower
+24/+19/+14/+9 (1d8+7/×3)
Ranged +4 flaming burst heavy crossbow
+27 (1d10+4 plus 1d6 fire/17–20)
Base Atk +17; CMB +21; CMD 41 (45 vs.
bull rush and trip)
Special Attacks favored enemy (humanoid
[giant] +8, undead +6, dragon +4,
aberration +2), quarry, +1 on attack rolls
against goblinoids and orcs
Spells Prepared (CL 14th, Conc. +16)
4th—freedom of movement
3rd—cure moderate wounds, neutralize poison
2nd—bear's endurance, protection from energy, spike
growth (DC 14), wind wall
1st—delay poison, longstrider (2), pass without trace,
resist energy

Skills
Climb +24
Heal +22
Knowledge (geography) +20
Knowledge (nature) +20
Perception +27
Stealth +25
Survival +22
Feats Deadly Aim, Diehard, Endurance,
Far Shot, Improved Critical (heavy
crossbow), Improved Precise Shot, Iron
Will, Pinpoint Targeting, Point Blank
Shot, Precise Shot, Rapid Reload (heavy
crossbow), Shot on the Run, Vital Strike,
Weapon Focus (heavy crossbow)
Special Abilities camouflage, darkvision
60 ft., favored terrain (cold +6, mountain
+4, underground +2), hide in plain sight,
hunter's bond (companions), swift tracker,
track +8, wild empathy +15, woodland stride

Combat Gear +5 bolts (3), +1 brilliant energy bolts (20), giant-slaying bolts (5), potions of cure serious wounds (4), potions of fly (2), potions of meld into stone
(2); Other Gear +4 mithral breastplate of invulnerability, +4 flaming burst heavy crossbow with 30 bolts, +3 adamantine dwarven thrower, masterwork
silver dagger, amulet of natural armor +5, belt of physical might +4 (Str and Dex), boots of the winterlands, cape of the mountebank, eyes of the eagle, handy
haversack, efficient quiver, ring of minor cold resistance, ring of protection +5, rations (7), signal whistle, teapot, 801 gp

Merisiel, female elf rogue 17:
Chaotic Neutral, Init +12, Speed 30, Str 12, Dex 27, Con 12, Int 10, Wis 13, Cha 10. Defense HP 97, AC 34, Touch 21, FF 28, Fort +11, Ref +23, Will +11; +2 vs. enchantment; Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5

Offense
Melee +5 keen rapier +26/+21/+16
(1d6+6/15–20)
Ranged +4 returning dagger +24
(1d4+5/19–20)
Base Atk +12; CMB +13; CMD 37
Special Attacks sneak attack +9d6
Special Qualities
immune to sleep, low-light vision, rogue
talents (bleeding attack +9, defensive roll,
finesse rogue, improved evasion, resiliency,
slippery mind, surprise attack, weapon
training), trapfinding +8

Skills
Acrobatics +28
Bluff +20
Climb +21
Disable Device +32
Escape Artist +34
Intimidate +20
Perception +23
Sleight of Hand +28
Stealth +28
Feats
Acrobatic Steps, Dodge, Improved
Initiative, Improved Vital Strike,
Mobility, Nimble Moves, Quick Draw,
Spring Attack, Vital Strike, Weapon
Finesse, Weapon Focus (rapier)

Combat Gear potions of cure serious wounds (2), potions of protection from energy (2); Other Gear +5 shadow slick studded leather, +4 returning daggers (2), +5
keen rapier, masterwork daggers (10), amulet of natural armor +5, bag of holding (type II), belt of incredible dexterity +6, cloak of resistance +5, ring of invisibility,
ring of protection +5, rope of climbing, slippers of spider climbing, vest of escape, polished jade worth 100 gp, rations (5), 183 gp

Seoni, female human sorcerer 17:
Lawful neutral, Init +8, Speed 30, Str 8, Dex 18, Con 12, Int 10, Wis 14, Cha 26; HP 104, AC 30, Touch 20, FF 25, Fort +15, Ref +18, Will +21; SR 18; Special Abilities arcane bond (skink familiar named Dragon), bloodline arcana, metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells)

Spells (CL 17th, Conc. +25)
8th (5/day)—clenched fist, incendiary cloud (DC 26), mass
charm monster (DC 26), power word stun
7th (7/day)—delayed blast fireball (DC 29), finger of death (DC
25), greater teleport, prismatic spray (DC 29)
6th (7/day)—acid fog, chain lightning (DC 28), disintegrate
(DC 24), globe of invulnerability, greater dispel magic,
true seeing
5th (7/day)—cone of cold (DC 27), dismissal (DC 23), hold monster
(DC 23), overland flight, telekinesis (DC 23), wall of force
4th (8/day)—charm monster (DC 22), dimension door, fear
(DC 22), fire shield, greater invisibility, stoneskin, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 25),
haste, lightning bolt (DC 25), slow (DC 21)
2nd (8/day)—false life, glitterdust (DC 20), invisibility, mirror
image, scorching ray, web (DC 20)
1st (8/day)—burning hands (DC 23), enlarge person, grease
(DC 19), identify, magic missile, shield
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC
22), light, mage hand, mending, prestidigitation, read magic
Bloodline arcane

Offense
Melee quarterstaff +7/+2 (1d6–1)
Base Atk +8; CMB +7; CMD 27
Skills
Bluff +26
Climb +2
Knowledge (arcana) +12
Knowledge (planes) +12
Perception +16
Sense Motive +4
Spellcraft +18
Use Magic Device +13
Feats
Alertness, Combat Casting, Defensive Combat Training, Dodge, Eschew Materials, Extend Spell,
Greater Spell Focus (evocation), Greater Spell Penetration, Heighten Spell, Improved Initiative,
Quicken Spell, Spell Focus (evocation), Spell Penetration, Toughness

Combat Gear potions of cure serious wounds (3), normal quicken metamagic rod, scrolls of break enchantment (2), scroll of flesh to stone, scroll of fly,
scrolls of protection from energy (2), wand of endure elements (50 charges), wand of magic missile (CL 9th, 50 charges), staff of fire; Other Gear dagger,
amulet of natural armor +5, belt of incredible dexterity +4, circlet of persuasion, cloak of resistance +5, headband of alluring charisma +6, greater ring of
cold resistance, ring of protection +5, robe of the archmagi, backpack, rations (7), 275 gp


Javell DeLeon wrote:
On the subject of telepathic bond. It looks as if it can be dispelled, right?

Yes, it can be hit with Dispel Magic or Greater Dispel Magic.

Javell DeLeon wrote:
And as far as that goes, if a creature cast dispel magic at you, would it automatically dispel that spell? Or would they have to target it specifically?

There is no automatic dispel; the caster must roll a caster level check. The caster can choose to target a creature to remove a single effect, target a specific spell to remove it or target an area and remove one spell from each person in the area. A greater dispel magic can remove one spell per four levels of the caster.

Here are the rules for how the check works. Please note that if you are fighting a spellcaster of the same level as the spell in effect, it's a 50/50 chance of the dispel working.

Dispel Magic:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

And now

Greater Dispel Magic:
argeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Javell DeLeon wrote:
Furthermore, say they don't know about the spell being active, is that even pertinent? Is it necessary to know that a spell is there for it to be dispelled?

A spellcaster does not need to know if a spell is in effect to use Dispel Magic on a target. Higher level spellcasters also have access to things like Arcane Sight, which allows them to see magic with a glance. This would allow them to specifically attempt to target a certain spell on a target (say Haste, or Greater Magic Weapon).

There are modules that includes directions for enemies to begin combat with Dispel Magic as part of their tactics section.

Let me know if this is confusing or you have more questions.


Please do not assume everything you fight will be part of the demon subtype. The first adventure is a little light on them, but it's tied into demonic politics. The next adventure includes a mix of creatures as well. Even the Pathfinder books on demons list all the various non-demon creatures the PCs and DMs should expect to find as part of a demonic cult.

It would be a bit boring to fight room after room of balors, after all. Getting your weapon up to +5 to hit and damage should be a higher priority than holy, demon bane, etc., since that will effect every creature you face off with.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Oterisk wrote:

Well, my flurry BAB when I am using Deadly Aim is a +30 and so on. Which means I hit that demon you posted with a 3 or better on my highest shot, but only because I have a demon bane weapon, I assume most of us will. But the Zen Archer is not MAD, the only thing I really need is Wisdom. Other people who are more MAD might have more difficulty hitting things.

Speaking of high wisdom, I recommend the guided property for melee weapons. Also I think everyone's main weapon should be at least a +5 to overcome their damage reduction, a +6 preferable in case we run into anything that has Epic damage reduction.

Yeah I'm going with guided for sure.

As far as attacks go, my offence is truly secondary to my defence. I can't come close to that kinda BAB. That's awesome!

That's the trade off, I guess.

I can't reach the +5 plateau. And heck, I don't even know where to begin to get to +6. How does that work?


Male Weremonkey Rogue/Ranger/Trickster

Hehehe, my Bane power is customizable :)

Question, just to so I am clear: Bane increases the weapons enhancement bonus by +2 and deals an extra 2d6 damage. But due to the enhancement increase it actually deals an extra 2d6+2, right? Or am I totally missing something??

Also, Holy deals the extra damage vs all creatures of evil alignment, so that's pretty useful.


Monkeygod wrote:

Hehehe, my Bane power is customizable :)

Question, just to so I am clear: Bane increases the weapons enhancement bonus by +2 and deals an extra 2d6 damage. But due to the enhancement increase it actually deals an extra 2d6+2, right? Or am I totally missing something??

You are correct, sir! A +5 bane weapon is effectively a +7 to hit and a damage vs the bane target, then you add another 2d6 to the damage done.

EDIT: The extra damage of the 2d6 does not increase on a crit. The extra damage from the +2 damage DOES increase on a crit.

Monkeygod wrote:
Also, Holy deals the extra damage vs all creatures of evil alignment, so that's pretty useful.

A very good point. Almost everything in the first module is evil. At higher levels, you run into a lot of evil creatures, and some neutral (usually constructs). There are a few neutral things (animals mostly) but not many.

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Hello. As the title says, I'm looking for four to six players for a modified version of Root of Evil, a Dungeon adventure from May 2005. Those who have played or run the adventure before can feel free to apply since I will be modifying this for Pathfinder rules.

I've played and run in high-level adventures in 2E and 3E, but not Pathfinder. I'd like to learn more about high-level play in Pathfinder and running an adventure seems like a good idea. I have played in PBPs off-and-on since 2000, but I have not run one in years.

If this adventure goes well and the PCs would like to continue, I'll run more adventures up to level 20 and perhaps beyond. The games will be based in Golarion and tie into the Worldwound in some fashion.

Since this is adventure starts at such a high level, applicants DO NOT have to submit a fully built 18th level character. I don't want anyone to spend an hour or more on character creation only to be rejected.

Instead, I'd like each person to submit up to three character concepts they would like to play. The concepts should cover race and class combinations, archetypes and planned style of play. Character builds will be finalized by the players after they are chosen so players can coordinate abilities, feats and other aspects if they want.

The mix of roleplaying and combat for this first adventure is about 20 percent roleplaying and 80 percent combat. Any future games will be around this ratio since I do want to get a feel for high-level combat with this PBP.

Players should be able to post at least once a day on weekdays. Weekends are optional. I'll probably post on Saturdays but Sunday posts will not be common. I work a full-time job that has occasional overtime, so my posts will likely come late night or early morning EST. Shorter posts may come during breaks, especially to answer questions and deal with skill rolls.

Oh, there is one big rule no matter what - don't be a jerk.

Since character creation rules do dictate which character concepts are more viable, here are the guidelines for this game.

Starting Level and Wealth:
All players will start out at 18th level with 530,000 gp to spend on equipment. Characters may begin with play with item creation feats, but they cannot use these feats to start with items worth more than their starting wealth. Thus, characters will be able to use their feats to craft items in play, but not before the game begins.

Races:
Any official Paizo races that are in publication are fine for play, including those in the Dragon Empires Gazetteer and zero HD races. This does not include playtest races or those made with the Advanced Races rules since those are not in publication yet.

Classes:
Any official Paizo class that is in publication is fine for play, including the gunslinger, ninja and samurai. I'm sorry, but I don't plan on accepting any classes from third-party publishers.

Point Buy:
Characters will be made with a 15 point buy. I know this is lower than many games posted here, but it is the standard amount from the Core Rule Book. Players will, of course, add their racial bonuses and points gained from leveling up to their final attribute totals.

Traits and Hero Points:
Characters may start with two traits from different categories chosen from the standard Pathfinder list. Because of the nature of PBP games, hero points will not be used.

Alignment and PVP:
No PVP will be allowed and characters must work together. This includes bans against stealing from the party, hiring assassins to target other player characters and any other form of being a jerk to other players, basically. All characters should be of a non-evil alignment.

Maps and combat grids:
This game will not use posted maps or other forms of combat grids. I'll describe the room and players will describe what they would like to do.

I realize this is a bit more abstract than some PBP games, but it also means that players will be able to post from any Internet-connected device without having to worry about viewing or modifying a document. It also means I will be able to post without having to have access to image manipulation software.

That said, spellcasters should not expect to be able to hurl a fireball at a target that is flanked by two player characters without hitting at least one of them.

Number of Players:
I plan to pick 4 to 6 players (probably six if there is a large number of applicants). I do want a variety of roles filled. There is no need for trapfinding in the adventure, but the party will need someone to hold the front line and someone to heal in some fashion. That said, I have no real preference for HOW the party fills those rolls, which is why the players who are selected will be able to tweak their builds to suit the party's needs.

I plan to pick players on Monday, Feb. 13.


Count me in. What is the selection process? Are you going for a balanced party, or just the ones you like the best.

How many players are you choosing?


Since this is meant for me to see how high-level play works, I plan to select a variety of character classes to fill out a party of four to six players.

There is no need for trapfinding in this adventure, but I find that all parties benefit from a source of healing, someone to hold the front line and some form of magic. However, I don't care HOW the party fills those roles, so there no classes or builds that will receive priority over others.

RPG Superstar Season 9 Top 32

Sounds quite awesome, I definitely want to try myself at this. But as a disclaimer - I've never played such high-level characters before.

I'd like to to try a striker character. An Inquisitor, a Ninja, or a Monk. More specifically:

Inquisitor:

Most likely human, with a Preacher archetype to replace situational teamwork feats with more generally useful abilities. Will go switch hitter route - start with a ranged full attack, then move in to melee when flanking opportunities arise. NG or CG.

Ninja:

Rakshasa-spawn Tiefling. Will focus on classic ninja abilities - bombs, sudden disappearance, cunning tricks. Neutral.

Monk:

Dwarf, because dwarves are lawful awesome. This will likely be a heavily archetyped build, based on Monk of the Sacred Mountain, with Quinggong, Four Winds, and Drunken Master thrown in for extra flavor. LN or LG.


My disclaimer is that it would be my first PbP other than that.

Alchemist:
Chirugen archetype human NG and focused on ranged combat and healing.

Samurai:
Using the sword Saint Archetype LG focues on heavy melee combat and being a face.

Gunslinger/Fighter:
Pistolero/Straight fighter would use sword and pistol style and opening volley to fight with a Bastard sword in one hand and a Pistol in the other. Would have skills to help deal with traps and such.


cleric:
I am thinking of trying a cleric based on summoning to help out with fighting and utility. They should also provide good up front barriers.
It will be interesting to see if I can make it work with 15 pb.

ranger:
Looking at the beast master archetype also. I will either be going TWF or using archery.

sorcerer:
A sorcerer that took improved familiar with an outsider to hang around with.

edit:I did not see the 3 submission limit. I will scale back.

RPG Superstar Season 9 Top 32

Actually, almost forgot another type I wanted to play.

Magus:

CG Human Staff magus, with the tripping twirl feat line. Will be in melee up close, will take craft staff if crafting is allowed, but fine without it too. He will be trying to upstage the party full arcane caster at every opportunity :)

If more than 3 submissions aren't allowed, he's going to replace the monk.


Dotting for interest. I've played 3rd edition to well into Epic levels and am very curious to see Pathfinder at the higher levels.

Monk/Sorcerer/Dragon Disciple:
This will be a rewrite of a character (Sydir Apep in my profile) that I have already built for a campaign that never really got off of the ground. He'll be changed to be Good aligned and can balance between front line melee and support caster

Barbarian:
Defintely half orc and possibly either Armored Hulk or Invulnerable Rager Archtypes. Brazen, crass and lacking subtelty when the talking's done he steps in with his trusty steel.

Rogue:
Another rebuild of a character (Grymblade)from a failed campaign. A half elf Knife master that left his Shaonti tribe and forged another with his closest pals. A bit unscrupulous in how he deals with enemies but never resorts to petty thievery.

GM_Arbiter:
How far do you plan to take this campaign? Just want to know if I spend the time to flesh out an 18th level character only to be a one shot game or an actual Campaign. Thanks.


This sounds interesting, so I'll toss a few proposals into the midst.

Illiaster (Wizard 17 with his first level in sorcerer):
Once a powerful sorcerer called Falwe, Illiaster suffered a crushing and almost total defeat in a prolonged conflict with a cabal of spell casters. In a final bid to escape permanent death, he turned to a ritual he had discovered, or perhaps made... the truth is that he no longer remembers which, or the specifics of the ritual. What he does recall is that he had to sacrifice virtually all of the potency of his blood to power it.

When the ploy worked, he tried to live as a simple farmer for a time, but found that after having once had the power to shape reality to his will, simply tilling the earth bored him. He longed for the magic he had once had, but was faced with a conundrum: The appearance of his death was tied up in the thinning of his blood, and the stronger he let his blood become, the weaker the ritual making people believe he was dead would become.

It was, ironically, the scholarship to the Arcanamirium set up by one of his former enemies that offered him a way out of his dilemma. By learning wizardry, instead of using the bloodborn power of sorcery, he reasoned that he might be able to regain the former heights of his power without dissolving the ritual.

Once within the Arcanamirium, he established a reputation for being a quick study and skilled craftsman, able to wring the last drop of power from items he had made. In part, this is due to the minor abilities of his blood that still influence his magic in almost imperceptible ways, but it is also partially because he came to realize that one of the reasons he was defeated before was that he relied too much on internalized power, always afraid another would steal from him, and so lacked the resources to draw upon of the cabal that had opposed him. He has studied hard and applied his knowledge carefully ever since, rarely staying in any one place too long as he has grown. Now at last, he has begun to approach the level of ability he once had, but he has found that he as a person is different. Once he might have lusted for power, but now, with the memory of what it is like to have lived without power and at the mercy of those who had it fresh in his mind, he finds that helping others, rather than ruling them, is more fufilling.

Mechanically, Illiaster will be a CG Wayang Sorcerer 1/Wizard 17, with the Arcanamirium Crafter subschool of generalist and the Scrollmaster Archetype (if those are acceptable).

My second and third thoughts are nowhere near as deeply thought out, but

A witch:
Probably of the half elf and Dimensional Occultist variety, she is remarkably fey in her workings, wandering the world and offering bargains to those desperate enough to take them. What you get from her may not be precisely what you want, but it will always be what you asked for, and just maybe what you need.

A paladin/Holy Vindicator:
Ready to stand at the fore, shedding his blood in a holy sacrifice for any and all, bound by oaths to destroy abominations and fiends wherever they might hide, this gnome is a shining beacon of goodness from which all wise evil doers should flee.


Interested as well thinking:

Inquisitor
Dervish Dancer Bard
Not sure about the third just yet.


I've never done PBP, but I am interested.

Zen Archer

Spoiler:
Human, Possibly Middle Aged. Aristocratic and aloof, he would be self trained, finding solace in the rhythmic firing of the bow and would spend hours every day firing bows, often during meetings. After a while, he decided to join the crusade against the Demons of the Worldwound and found his way here.

Battle Oracle

Spoiler:
Half elf, using a Fauchard. Being of two worlds, this bastard found his place in battle. The demons make a less objectionable foe than most.

Bard

Spoiler:
Halfling, possibly arcane Duelist, maybe two levels of paladin. Having found the stories of battle more compelling than the low drama of peacetime, this plucky fellow found his way to what he believes to be the most epic of settings for his masterworks.

Your schedule works well for me as well. I would very much like to play.


Three ideas:

Rage Prophet:

I'm not sure of the specifics, but i like the idea of this prestige class alot. so obviously an Oracle/Barbarian mix. Probably a dwarf, because half-orc barbarians don't interest me. Not a dumb character, just someone with the worst temper you can imagine and a direct wire to the god of battle

Illusionist:

the classic DND archetype that i've always wanted to play but never have. Gnome Illusionist wizard. Happy go lucky, loves using his magic for a laugh.

Druid:

probably an Elf, Old, and an eternal wanderer, not terribly good with people. Probably using the Storm Lord Archetype just for something different. Though I may eschew archetypes alltogether and go with a nature bond: animal companion druid.


I would like to express my interest in joining this.

Concepts:

Sorcerer/Dragon Deciple
Fighter/Stallwort defender
Cleric/Holy Vindicator.

I know you said no evil but would you possibly consider allowing a rogue/assassin in the group? I won't use my powers against the other party members. If allowed it would replace the fighter as a possible build.


I'm definitely interested. I have a clerical concept known as Coyote (travel and trickery domains) that could be fun, but I have about 1000 other ideas too.


I have an air slyph elemental sorceress idea that I always thought would be fun. She's very much a blaster, so not optimal but fun.

Or a gunslinger/wizard(Maybe sorcerer)/Eltrich Knight.

I'm not new to PBP or high level gaming, so I can fill about any role, but I am not a fan of melee fighters unless they have some sort of stick. I'll see what others are posting and do what I can to fill iin the gaps.


Of course I've never played a witch or an alchemist before. Either of those look like fun.

P.S. I would have combined these posts, but the edit button + ATT+ my Ipad don't seem to be getting along today.

Dark Archive

Consider me intrigued.

My Concepts:

Fighter

Spoiler:
Straight Human Long Sword and Light Steel Shield fighter with a focus on using both for offense and defense. Lots of Shield bashing and two weapon fighting(think the grey warden from the Dragon Age Origins trailers). The kind of guy who's a merc and fights just because he knows how to use a sword. With his love of wine, women and glory he's probably a semi-follower of Gorum.

Acrobat Rogue

Spoiler:
Half-elf Rogue (Acrobat Archetype) using a rapier with a heavy Errol Flynn pirate-adventurer vibe. The ultimate swashbuckler with a love of the pleasures of life but a raw hatred for the darkness that perverts them. This guy is Cayden Cailean reborn.

Oracle

Spoiler:
Elf Oracle with either the Heavens or the Dark Tapestry mystery. Basically an elf who isn't quite sure where her sometimes good, sometimes icky power comes from and is more than a little concerned about the flutes she hears in her head. Haven't decided on a Curse yet though leaning towards Haunted or Tongues

Grand Lodge

I'm interested in playing a human barbarian brick house, can take hits like no other.
A half-orc battle cleric of Gorrum who wants nothing more than a good fight.
An elven paladin who's two-weapon style was the bane to many evil doers.


Just saw the limits.

Here are my 3 official submissions

Coyote:

Straight cleric with the domains of travel and trickery. He venerates a concept very similar to the Native american trickster spirit "Coyote." Stealthy and craftly, but ultimately a cleric.

Wizard with a gun:

Will probably be a specality wizard, but havent decided which. Most likely human or maybe halfing. If halfling he'll have some sort of mount, but not necessarily his famiiliar. He'll be a lot more rough and tumble than most wizards. he'll use his magic to supplement his fighting mostly with some utility stuff thrown in.

Lady Contessa (Mystic Theurge):

At this level a Mystic Theurge wouldnt suck.

Etheral and beautiful and deadly. She is is fond of air magic and pretty expensive things. Think Devil Wears Prada, but easier to get along with, Plus lightning bolts and mad healing.

Edit: added personality fluff. And edited Lady Contessa.


I realized I did not cover everything you asked for. So here I am with more info.

my choices round 2:

cleric:
I am thinking of trying a cleric based on summoning to help out with fighting and utility. They should also provide good up front barriers.
It will be interesting to see if I can make it work with 15 pb. As for healing I probably won't be focusing on channel as much as removing negative status affects. Buffing will also be done by me. I will probably go with a dwarf.

ranger:
Looking at the beast master archetype also. I will either be going TWF or using archery. I plan on trying this one with a dwarf also.

sorcerer:
A sorcerer that took improved familiar with an outsider to hang around with.
The sorcerer will be using some summoning, and planar ally spells. I also plan to have a variety of spells such as battlefield control, blasting, buffing, and so on. I know I don't have as many spells as a wizard, so most of my spells will have to remain useful. I will probably take heighten spell also, and maybe 1 or 2 more metamagic feats.

As of now I am not looking at any archetypes other than with the ranger,and even that is not set in stone. If I don't go with the beast master I will just use the regular ranger.


Are you looking for a background or just the thing you specifically asked for?


Posting for interest. I will come up with some concepts tonight. Some questions for everyone's benefit:

What level of gun tech is available?

Are all Paizo publications fair game for use? I saw that the races were fair game, but will traits, spells, ect. also be open for use?


Traits are fair game, but no hero points according to his first post.

@the OP:What is meant by "don't be a jerk". I ask because what is not cool for one group is cool for another. I would assume things like telling another person they are idiots for not taking feat/spell/trait X would also apply, but I am just checking.

Dark Archive

Mr. Swagger wrote:
I realized I did not cover everything you asked for. So here I am with more info.

It occurs to me that I did the same dang thing. Sorry about that and please let me try this again.

My Concepts (Attempt #2):

Fighter

Spoiler:
Straight Human Long Sword and Light Steel Shield fighter with a focus on using both for offense and defense. Lots of Shield bashing and two weapon fighting(think the grey warden from the Dragon Age Origins trailers). The kind of guy who's a merc and fights just because he knows how to use a sword. With his love of wine, women and glory he's probably a semi-follower of Gorum. Play style is very much in your face with lots of spring attacking and full attacking as the situation warrants. He'll move fast even in full plate using spring attack and vital strike to piss people off and full attacks combined with shield slam to move them where he wants. Add critical feats and bashing finish to the mix and you've got the gist of it.

Acrobat Rogue

Spoiler:
Half-elf Rogue (Acrobat Archetype) using a rapier with a heavy Errol Flynn pirate-adventurer vibe. The ultimate swashbuckler with a love of the pleasures of life but a raw hatred for the darkness that perverts them. This guy is Cayden Cailean reborn. Play style is straightforward swashbuckling using situational bonuses and greater bluff checks to get sneak attack as much as possible. His acrobatics combined with liberal use of the terrain should keep him mobile when necessary although a chandelier every so often would be helpful. Also can be a front man with his rather high charisma for bluffing.

Oracle

Spoiler:
Elf Oracle with the Heavens mystery. Basically an elf who isn't quite sure where her sometimes good, sometimes icky power comes from and is more than a little concerned about the flutes she hears in her head. Haven't decided on a Curse yet though leaning towards Haunted or Tongues. Play style is combination of blaster and buffer. No real melee combat although the elf racial proficiencies can at least give her a chance. Moderate use of pattern illusions especially if I take the awesome display revelation. The illusions combined with certain revelations and bonus spells means that she'll be paralyzing groups of enemies with the occasional mass death strike from Meteor Swarm and Weird. That plus the standard cleric buffs spread around the party should make her quite a useful beast. Her charisma also makes her a good front man for the group.


Mr. Swagger wrote:

Traits are fair game, but no hero points according to his first post.

@the OP:What is meant by "don't be a jerk". I ask because what is not cool for one group is cool for another. I would assume things like telling another person they are idiots for not taking feat/spell/trait X would also apply, but I am just checking.

if you have to ask... ;-)


Human Polearm Fighter:
This guy will act as a battle field controller. Combat maneuvers and AoOs will be his focus. DPS will not be his main duty. More like an analog debuffer.

Halfling or Dwarf Cavalier:
This is character I have wanted to play for some time. I am not sure if I would use an archetype for this one or not. Maybe Beast Rider/something else. At low levels Cavaliers really don't get teh chance to sign it seems, but I would love to see what happens at epic levels. Being that he would be riding a medium mount, indoor games would not prohibit mounted combat. Now if I went with the dwarf, it would be a bear rider. I have always loved that vision. These will be heavy hitters. First into battle, then working teamwork from there.I think that this is my preferred character.

Evangelist Cleric:
I am not sure which race as of yet for this guy. I like the idea of a Half-Orc Shaman type. I have never played an Orc and think it could be interesting. Evangelist work well as both bard and healer.

Sovereign Court

Sounds very intrestings here are my submissions:

Brawling Ninja:
An half orc Brawler(Fighter)/Ninja, this one spent his youth in city knife fighters until a priest of Razmir scouted him and took him in to train him in eastern art of stealth and killing. The half orc became a loyal servant of the fake god Razmir, becoming a world class killer and spy. Until one day when he found out the faith he was murdering for was false, he killed his mentor and took to the world trying to find a new purpose.

Think of him as the grey anti-hero trying to find a different path within this world, he wishes to learn this thing called friendship. He is a melee fighter dancing around the melee with his various twin blades skillfully slaughtering his enemy and using his allies to his advantage. Along with his knowledge of magically items to give him an advantage.

THE WARLORD OF TWO!:
An Human Beast Rider(Cavalier)/Barbarian, this mounted bezerker craves the title of the ultimate warlord mercanary though the only creature to follow him is his Tiger mount which is still questionable. This warrior is a enthusiastic one who fights just as well on and off his mount. He believes himself fearless and will accept any challenge as long as it gains profit or fame. He weilds a blend of mounted feats and ones intended off the mount.

The Storm Bow:
This elven Archer(Fighter)/Sorcerer(stormborn)/Arcane Archer, This trickshot wields his storm based magic with his archery. He just appears like a raging storm and after is all is thrown into Chaos he slips back away into the heavens. He is in a sense a blaster and wields a few crowd control abilites to keep the enemies at bay while he pelts them with arrows.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Here are my submissions

Paladin

Spoiler:

Dwarf Paladin standard archetype, stalwart defender type with her bonded weapon. "Hammer of the Iron Mountain"

Magus

Spoiler:
Half-Elven straight magus who's not a dervish dancer. she emphasizes point to point mobility and precision damage, with just a bit of blow things up to spice your life. She's a half elf without most of the usual hangups, having been born of half-elven parents.

Sorcerer

Spoiler:
Human Stormborn bloodline, pretty much modeled after a certain famous weather witch of the comics with some unique tricks and an iconic staff. She's loud and proud


To answer a few questions:

Pathfinder’s world of Golarion uses the rules for emerging guns, which is also the default category of gun rarity. This game will use the same rule, seen here:

Emerging Guns:
Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline Gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

This game will run through Root of Evil, a short Dungeon magazine adventure, for certain. Should the game run well and the players wish to continue, I have some ideas for future adventures. A modified version of The Witchwar Legacy probably would come next. Beyond that, I cannot make any promises. I completely understand if players do not want to commit for that reason. As I said before, this is to help me gauge combat at high-level play. A roleplaying heavy campaign is not in the cards here.

At the moment, applicants do not have to worry about backgrounds. I fully expect chosen players will want to modify their character builds and backgrounds to fit together in some fashion. There's no reason to make you commit to a concept that will change in a week before the game even begins.

As for the "Don't be a jerk" rule, I'm cannot possibly list every way to violate that rule.

You can feel safe to assume that calling someone an idiot because they don't play the game the way you wish would be an example of being a jerk. Telling other players how they should play based on your own class ('I'm a paladin/cleric/inquisitor and you must do you what I say or die") would also be jerkish. Stealing from the party, attacking other party members or declaring your character is racist against other PCs also are major parts of jerkdom.

The rule isn't meant to give me a cudgel to police players' behavior; it's meant to make sure that all players have fun playing the game. I can repeat the message from Paizo which is under the window I'm typing in: "The most important rule: Don't be a jerk. We want our messageboards to be a fun and friendly place."


Inquisitor:
This is the character I'd would like to play the most. I've had fun with lower level ones before, and would really like a chance to explore a much higher level build.

I'm not sure if I would pick an archetype or not. Play style would be covering the role of ranged attack, with solid melee ability when needed. His spells would allow him to function as a competent buffer, as well as tracker and sneak.

Dervish Dancer:
I have never played a Bard before, and this archetype seems like it could be a lot of fun. Play style for this character would probably be something that grew organically out playing him, as I have not experience with a Bard.

As for my personal play ability, I can post several times a day, via either my laptop or my smartphone. I too am on the east coast, so I can work with your hours.

Also, I would be in this for the long haul, past level 20, or into another game, with the character from this game, or something brand new.


Hey, everyone. I forgot to answer one question. Material from any official Paizo book or supplement is fine for the game. I don't own them all, so I'll be using the Pathfinder SRD to fill in for the books I do not have.


My race for the sorcerer might be human, but I am trying to avoid going human just to try a different race. That extra skill point, not even the feat is what is so tempting to me if I go sorcerer.


Play what you like. I do understand the allure of human, especially when it comes to classes with low skill points.

Oh, that's another thing I forgot. Favored class bonuses are fine for the game, including the racial variants of them in the various books. Also, max hit points for all players to help make up for the 15 point buy.


If I use planar binding or gate with the sorcerer how likely are the outsiders to try to subvert my instructions if I am not a jerk to them, such as openly antagonizing them?


The text of the spell will be the primary guide in how such summonings work. The caster's attitude toward an outsider can influence their opinion of the caster, but that won't be the primary guide.

So long as the terms of the spell are followed (offerings made, limits of power observed) then an outsider will complete the task and leave, according to the rules of the spell. The death of a mortal doesn't advance the agenda of most outsiders. Corrupting or turning that mortal to their side usually does.

For the games I run, most outsiders don't jump at the chance to kill the summoner or subvert their wishes unless their goals are exactly opposite (a faithful cleric calling a servant of an opposing deity) or the caster is directly working against their own plans (summoning Bob the outsider to ruin Bob the outsider's plot).

Outsiders usually want mortals dependent on them so they can have a tool in the material plane. If you always call a different outsider, you won't have much of a problem. If you keep calling Bob the Balor to rescue kittens stuck in trees just to humiliate him, then you could have a problem later on.

TL:DR - I won't mess over a player who follows the rules of a spell just for kicks, even if they make fun of the summoned creature. If they make a habit out of it, the summoned creature might pay them a visit when they come to their plane.


Im still game for the high level test play. Although I will be hoping for the long haul. Im also in the EST and can post at least a couple of times a day even on the weekends.

Sovereign Court

I forgot to add that I am able to post a couple times a day during the week and can keep up on the weekends as well. I know the trouble of working a job with overtime and I usually post near the times you stated as well. If you need to take a look at my writing or play style feel free to look at my posts in any of my pbp I am currently in. Thanks for you consideration of my concepts!

Also I would like to vouch for Tiny Coffee Golem and Mathpro, both a great players to have in your game! Good luck guys!


Thanks roid good to see we still have some of the same interests in games lol.

To clerify a little more on my characters:

Sorcerer/Dragon Deciple-probably going to go elf on this one. No archetypes. I'm undecided on how many levels of each class I want to take.

Fighter/Stallwort defender-Going to probably end up going dwarf with him and I'm undecided on archetype...there are so many good ones.

Cleric/Holy Vindicator-female assimer for this one. She has had a troubled past and started blood letting to deal with the pain but soon found that it could help others. No archetype for this build either.


It seems my post got deleted. Short version is I am on EST and can post a lot during the day with no problem. I have an ipad and a dull job. Also I am very interested in sticking it out for the long haul. I love high level play and have so few opportunities to do so. If we go 20+ all the better. I am a long time player who knows his stuff. ;-)

Dark Archive

I guess I should mention that I am on CST and can post at least once a day but probably more during the weekdays. The weekends are a maybe but I will try. My job does take up a little more time than average, but no worries. I too would also relish the chance to rip things up at high levels and depending on how this goes I would love to make it a long term thing.


Tiny Coffee Golem and Stiehl are both in games I'm in and are good players. I get along with both of them quite well.


I would love to try out high level play, here are my ideas for some characters.

Sorcerer

A half orc cross bloded draconic sorcerer, who has fully embraced both aspects of his strange blood line powers. This character would foucus on raw damage through the use of fireballs, and other fire spells, ( fire whip etc) But can, and will help out with other magics.

Fighter

A dwarven Fighter using the two weapon warrior archetype, to use a large steel shield in the main hand and a kukri in the off, This character will be designed to hold the front line, all the live long day. While also bull-rushing enimies around the battlefield if need be.

cleric

Cleric of densa,

Dwarf Cleric Will focus on buffing allies and debuffing enemies and seeing to healing if need be for party

I am on CST, but posting will not be an issue.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I'm also on EST and posting a couple of times a day is not going to be an issue.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

This sounds rather interesting. It would be nice to get to experience some higher level gameplay in Pathfinder so here are my concepts...

Elf Magus (Bladebound Kensai):
This build will compliment the Elf's nimble moves and knack for magic to deal rather massive amounts of damage while maintaining some sense of veratility.

Depending on situation I could see him going toe to toe with a monster or using something more along the lines of spring attack to make up for his somewhat squishy nature.

Dwarf Inquisitor (Witch Hunter):
This build forms itself around the Dwarf's innate magic resistance and how he distrusts magic users to the extent of even hunting them down.

I see this guy shrugging spell after spell off as he moves up to get toe to toe with his hated enemy. Once there, he makes it rather difficult for them to get away.

Gnome Summoner (Synthesis):
A gnome with a Napoleon Complex, how could that not be fun? Feeling rather under appreciated for his lack of stature, this gnome makes up for it by combining his mental strengths with the physical prowess of his rather huge and massively strong eidolon.

I see this guy getting up close and personal with anyone that would look down on him.

Thanks for the chance to play and getting me to think up some character concepts I would rather enjoy getting the chance to play at such a high level.


Similarly, I will be unlikely to have any trouble posting regularly.

Grand Lodge

Thanks to my handy smart phone I can post all day, and even though i'm a west coaster I wake up at 5:30 in the AM for work, so it's usually not a problem


I'm throwing my hat in because I'm running one PbP here that could go to high levels. The other one will stop at 15th or less. I'd like a little experience with it, TBH, because the goblins are amazingly competent in fights, if ridiculously foolish otherwise. I post all day in the USA.

Elf Arcane Trickster

Spoiler:
/Evoker. With the crappy levels behind him, he could fill the role of party rogue, as well as a backup caster and glass cannon. Think of him as the rogue with something extra. Rog 3/ Wiz 5/ ArT 10. Crazy good int and dex. I suspect he would carry his weight at this level.

I have no other concepts in mind at this time, but I'll think about it.


This sounds pretty fun. I'd be interested in:

Oni-Spawn Tiefling Zen Archer

Spoiler:
Pure Zen Archer monk. Massive ranged damage and decent at staying alive. Let the meat shield get in their face, and then blow their face off. Not a lot of skills.

Halfling Mystic Theurge (spontaneous)

Spoiler:
It's not the quality of the spells, it's the quantity. :)
Oracle 4, Sorcerer 4, Mystic Theurge 10
It's all about battlefield control, buffing, summoning, and wands for utilities. Can pretty much use almost any spell completion or spell trigger item in existance without UMD checks. Major face skills.

Aasimar Synthesist Summoner

Spoiler:
Full-on melee destruction, either via pounce if quadraped or hard hitting reach attacks. Utility and battlefield control casting. Face and other skills.

I post several times a day generally.


Very interested in trying out high level play as well.

Concept 1: halfling barbarian 3/knife fighter 15. A highly mobile knife fighter who dashes about the field of battle to find that one perfect thrust of his dagger.

Concept 2: human bard/shadow dancer. An arcane duelist and dancer of shadows from the Mwangi Expanse

Concept 3: a gnomish storm born sorcerer who chases storms for the thrill to offset the bleaching.


I have a Dwarven Monk(Monk of the Sacred Mountain) that I'd like to throw in. Built to stand in one place and avoid everything! (Unless moving is necessary, of course.) :)

I acutally have one built in my profile(Darnak Deepstone). He was created a couple of years back(obviously it was your standard monk at the time) for a pbp that died before it started. So he would be my first choice.

The really only other option I have is a Dwarven Fighter(Armor Master).

Although, the Dwarven Fighter(Tower Shield Specialist) is intriguing as well.

All pretty much built with defense in mind, while offense is complementary.

I can post daily. My posting is pretty much equivalent to yours, though. I can really only post at night. Usually after 6:00 pm on weekdays CST.

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