The Black Monestary- a classic dungeon crawl


Recruitment

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Ok, just finished something I was running, so time to start GMing another adventure. I have opted for The Black Monastery from Frog God Games.

I've just downloaded it and will begin reading it. Thus it seems like a good time to start recruiting. It is a module for 7th level characters.

We will run with 6 characters of 7th level with standard WBL and a 20 point buy. I will try to pick a balanced party, but I will mainly be picking in preference of demonstrably reliable posters.

What that last bit means is:
A) If I know someone from other games and they are quite reliable, they get preference.
B) If I don't know you, but check your posting history and you are a postaholic.

I have no desire whatsoever to make multiple runs at recruitment. Yes, I know life comes up, and botting will be forced to happen, but I will need to be warned. However I will expect reliability, especially in the first week of posting. If that can't be met, I won't be patient about hoping you might just show up again.

The module is third party, so I determine the setting. It will be in northern Taldor near Cassomir. Setting is standard Golarion.

You are welcome to write an elaborate novel about the detailed background of your special flower. I might even read it. I will be picking on posting reliability, character build, and how it will fit with the rest.

So to sum up again on character builds:

20 point buy
Standard WBL so 23500
All Paizo stuff, no third party.
No gunslingers. No master summoners nor synthesist summoners.
I have not perused Unchained yet, so no go.
Core races preferred. Better have a good reason and be bloody persuasive if you want something else.
I will have a few house rules here and there, they will be made clear before we start. We will use my modified fighter, which has a couple minor revisions (you can ask if you want to run one, buffs are added to increase survivability and versatility, not combat power).
No evil alignments.

I am a postaholic. I endeavor to keep games moving, and will post multiple times per day if the players can keep up. I do understand slower posting on weekends. My gaming style is fairly beer and pretzel, but I like to make sure you are challenged. As I go along I will adjust encounters to make sure you are kept on your toes.

I will be done recruiting in a week. I might opt to finish choosing before then if I have sufficient submissions from reliable posters.


It is a very nice module, but it is deadly. Good luck and all that.

EDIT: While I probably only stand a chance if you do not get enough interest, do you know yet what would be a good favored enemy?


Starting wealth?


Standard WBL so 23500 GP. Don't do crafting before you start.


drbuzzard wrote:
Standard WBL so 23500 GP. Don't do crafting before you start.

Sorry, the term WBL isn't knwon to me.

Making a Human Barbarian. I dare you to try and kill him.

I am a postaholic as well so I look forward to this game!

Liberty's Edge

Standard WBL for level 7.
Interested, postaholic too.
2 Traits?


Yes, 2 traits. See I always forget stuff. CRS gets us all.

WBL=wealth by level.

Oh, one other thing, you get 2 extra skill points per level. 2 per level for any class just never worked for me.


Anything special on hit-points?


We'll do it PFS style, so max at 1st and 1/2max+1+con bonus the rest. (d8=5, d10=6, etc).

Sovereign Court

I think you are familiar with the type of fighter I enjoy playing (currently teamed up with Wu Cheng). Very interested as this is an adventure I know nothing about (I like surprises). Can we take a drawback for the additional trait? Also, any limits on what we can buy with starting wealth (i.e. no more than 50% on any one item)?


Fantastic! A lot of my games either ended or died, so I'm super ready to play a new game.


Oh, this is perfect. I tried this idea for PFS, but didn't get very far. Going for a Cleric of Thisamet, the Empyreal Lord of Feasts and Celebrations. A chef-priest of celebration.


I have no trouble with drawbacks if you want the extra trait.

The money is yours to spend as you like. I always hated the odd limitations they come up with.

I would prefer if we stuck to PFS style when it comes to magic items. So items from the book, and none which are mixed slot (so don't add a amulet of mighty fists to an amulet of natural armor). I don't consider those terribly well balanced when you get to game the system. Better that people have to consider tradeoffs.

Ok, and I think for the sake of maintaining surprises, no gloves of reconnaissance or insistent door knocker.


Would you be willing to allow someone to take a racial archetype from a different race? For example a Snare Setter Rogue for a core race.

Liberty's Edge

Hmmm. This would be a very different flavor of game than I usually look for on the boards. I've only recently returned, but perhaps I'll give this a shot and see where it leads.

Any thoughts on appropriate races/classes/whatever for the adventure, other than the aforementioned rules? I like to go against type sometimes, but I also like to make sure I fit. Increases chances of selection, aye?


Daynen: I have not as yet read through the module, so I can't be a whole lot of help on that. I suspect generally well balanced is what will work.

Nowear: You can go ahead and give it a shot.


Haven't come up with a name or bought equipment yet, but I've got the crunch and backstory. The short version is he was something of a street kid, petty thief, getting in trouble a lot, but a chef caught him stealing food and eating it with no regard for taste or manners. The chef took him in as an apprentice, and when he showed promise, indoctrinated him into the faith of Thisamet. He's still something of a fast-talking scoundrel, but his faith in the Empyreal Lord of Celebration and Feasting has softened his rougher edges. He worked with a few adventuring parties as a healer, but his services as a chef made him even more popular among delvers. Whether fighting or in the kitchen, his knife-work is his pride.

Crunch:
Male Human Rogue (Knife Master) 1/Cleric of Thisamet 6 (Fire and Community Domains)
CG Medium Humanoid (Human)
Init +2 ; Perception +8
--------------------
Defense
--------------------
AC
hp 51
Fort +6, Ref +6, Will + 7
--------------------
Offense
--------------------
Speed 30 ft.
BAB+4
Melee:
Melee:
Melee:
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 15 , Cha 17
Base Atk +4; CMB +4; CMD 16
Feats : Weapon Finesse, Two-Weapon Fighting, Weapon Focus (Daggers), Extra Channel, Selective Channeling
Traits: Unpredictable, Empyreal Focus
Skills:
Appraise 4 (0+1+3)
Bluff 12 (3+5+3+1)
Diplomacy 11 (3+5+3)
Intimidate 7 (3+1+3)
Knowledge Local 4 (0+1+3)
Linguistics 4 (0+1+3)
Perception 8 (2+3+3)
Profession (Chef) 10 (2+5+3)
Sleight of Hand 11 (2+5+3+1)
Languages: Common, Elvish
--------------------
Spells and Special Abilities
--------------------
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Channel Energy 3d6 8/day

Domain Abilities:

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+6 5/day

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+3 5/day

Domain Spells:
1st: Bless, Burning Hands 6d4 DC 13
2nd: Shield Other, Produce Flame
3rd: Prayer, Fireball 6d6 DC 15

Cleric Spells a Day:
0 (4): Stabilize, Resistance, Purify Food and Drink, Detect Magic
1 (4+1): Shield of Faith, Divine Favor, Protection From Evil, Detect Evil, Bless
2 (4+1): Produce Flame, Enthrall, Owl’s Wisdom, Align Weapon, Aid
3 (3+1): Fireball, Bestow Curse, Magic Circle vs. Evil, Blindness/Deafness

EQUIPMENT:

gp

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I have a Druid I would like to bring, will start looking at putting the crunch together now.

Sovereign Court

Tenth monk? I'm doting

Dark Archive

i made a barbarian!! Don't have a name, but oh well.

Spoiler:

Unnamed Hero
Half-orc barbarian (invulnerable rager) 7 (Pathfinder RPG Advanced Player's Guide 79)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 11, touch 6, flat-footed 10 (+5 armor, -5 circumstance, +1 Dex)
hp 68 (7d12+14)
Fort +8, Ref +4, Will +3
DR 19/lethal, 9/—; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 silversheen falchion +13/+8 (2d4+8/18-20)
Special Attacks rage (18 rounds/day), rage powers (animal fury, dragon totem, intimidating glare)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 10
Base Atk +7; CMB +12; CMD 18
Feats Cautious Fighter[ARG], Diehard, Endurance, Racial Heritage[APG], Stalwart[UC]
Traits brute (orc), reactionary
Skills Acrobatics +6 (+10 to jump), Climb +8, Handle Animal +4, Intimidate +9, Knowledge (nature) +4, Perception +10, Ride +4, Survival +10, Swim +8
Languages Common, Orc
SQ fast movement, orc blood
Other Gear hero's hauberk, +1 silversheen falchion, 1,075 gp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (19/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +1 (Black Dragon [Acid]) (Su) While raging, +1 to Perception and saves vs. fear, paralysis, and sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Racial Heritage (Halfling) You count as another race for the purpose of prerequisites.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stalwart Forgo dodge AC bonus for equivalent DR

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Jarred Henninger:
Couple points:

I don't understand how those stats are working. To get that DR you have to be fighting defensively which should take your to hit down some. Fighting defensively is a -4 to hit, so you should be at +7 BAB, +7 Str (after rage), +1 weapon, -4 defensively = +11. You have +13 listed. That seems odd since this is Herolab.

Second is I don't know if I would waste money on the Hero's Hauberk since stalwart specifically says it only stacks with class abilities.


Ha ...at first I thought you meant me. I was wide eyed trying to understand it. There is one odd thing with Dex and feat, but it'll be cleared up via equipment.

Sovereign Court

Btw, what are the special rules for fighter as I will probably start as a 7th level fighter?


OK, Dr Buzzards Fighter Modifications:

Most everything is as core, but add in:
Pick one other save to be good (so reflex or will)
Pick 5 more class skills of your choice.
4 skill points per level.

I don't really find fighters to be bad in combat, they just are a bit weak in saves and suck out of combat.

I might consider a feat path which leads to pounce in effect as well. Though it won't be available at 7th anyway, so kinda moot here.

Sovereign Court

Thank you.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Here is Simon Windwalker, Half-orc Druid/Monk

Statistics:
Male Half-orc Druid Menhir Savant(6), Sohei Monk 1
N Medium Humanoid (Human)
Init +6; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 23, touch 23, flat-footed 16 (+0 armor, +6 dex, +0 shield, +1 dodge, +1 deflection, +2 luck, +3 wis)
hp 52
Fort +12, Ref +13, Will +13
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Unarmed Strike +10 (1d6+6, 20/x2) or Flurry +9/+9 (1d6+6, 20/x2)

Ranged Sling +10 (1d4-1, 20/x2)
------------------------------
STATISTICS
------------------------------
Str 9, Dex 22, Con 14, Int 12, Wis 16, Cha 7
Base Atk +4; CMB +3; CMD 19
Traits Fates Favored, Magical Knack, Trapfinding (Mummy Mask)
Drawbacks Mark of Slavery
Feats Weapon Finesse, Pummeling Style, Natural Spell, Piranha Strike, Dodge (B)
Skills Acrobatics +12, Appraise +3, Disable Device +19, Fly +10, Kn: Nature +10, Kn: Religion +10, Perception +13 (+15 to find traps), Sense Motive +7, Spellcraft +5, Survival +7, Swim +4, UMD +7
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Orc, Infernal

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Skilled: +1 Skill point per level
Chain Fighter: Proficient with Flails and Heavy Flails
Scavenger: +2 to Appraise and Perception to find Hidden objects, including traps and secret doors
Sacred Tattoo: +1 Luck bonus on Saving Throws
Devoted Guardian: Always act in surprise round even if doesn’t notice enemies
Unarmed Strike: Unarmed is consider an armed attack, deals 1d6 damage, can be any limb.
AC Bonus: Adds Wisdom mod to AC when wearing no armor or using a shield.
Flurry of Blows: Make one additional attack in around at full str bonus damage for a -2 to hit on each attack, Monk’s BAB equals his monk levels for these attacks.
Spirit Sense: Can detect the presence of fey, outsiders, undead, astral, ethereal or incorporeal creatures as detect undead.
Nature Bond: Eagle Domain, Hawk Familiar, Hawkeye, Aerial Evasion
Place Magic: Increase caster level by +1 as a free action for 1 round, 3 + Wis mod/day.
Resist Nature’s Lure: +4 vs. SLAs and Su abilities of the Fey.
Wild Shape: 2/day, as Beast Shape 2 or Elemental Body 1, 6 hours.

Spells:

------------------------------
Spells
------------------------------
0th (at will) Create Water, Guidance, Detect Magic, Stabilize

1st Produce Flame, Frostbite, Faerie Fire, Obscuring Mist, Aspect of the Falcon (D)

2nd Barkskin x2, Vine Strike x2, Eagle’s Splendor (D)

3rd (0/day) Greater Magic Fang x2, Resist Energy, Communal, Fly (D)


Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Amulet of Mighty Fists Agile
Belt of Dexterity +2
Headband of Wisdom +2
Jingasa of the Fortunate Soldier
Wand of Mage Armor 25c
Wand of Cure Light Wounds 25c
Wand of Shield 25 c
Cloak of Protection +1
Ring of Protection +1
Wand of Freedom of Movement 2c

Finishing up adventureing gear
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Background:

Simon grew up in a monastery in Cheliax. The temple was dedicated to Asmodeus but the monks followed a teaching of devotion and protection to all rather than based upon a contract or payment. The temple existed for several decades before a local Chellish lord became affronted during an encounter with a monk of the order and had the entire order disbanded on a trumped up charge of heresy and neglect.
Simon, an acolyte, suddenly found himself on the streets with no money and no worthy skills and despite his small size (for a halforc) his features betrayed his heritage. He was forced to scavenge for food before attaching himself to a small guild of cutpurses and thieves who trained him in the arts of burglary and trapfinding.
His luck was strong but the rest of the guild’s wasn’t. While he was out on a job for the guild their headquarters were raided and all of the members, except Simon, were convicted of multiple counts of theft, including charges that were clearly fabricated, and burned at the stake. Simon left town immediately as he rightly feared they were looking for another member of the guild.
Here his luck ran out as he was caught by slavers and sold to a group of Varisian merchants, who needed workers to carry and man caravans traveling throughout eastern Varisia. Simon was not a good work slave but he did make a good scout, and soon he was finding paths for the caravans and keeping an eye out for any dangers along the way.
Simon suddenly found himself surrounded one day by mud covered orcs. They recognized his features and quickly bound and gagged him and proceeded to wipe out the rest of the caravan. The group of orcs turned out to be Druids devoted to stopping the spread of settlers and miners into this part of Varisia and had been attacking caravans all up and down the Storval Plateau. Simon was given a choice, join them or die.
Simon’s was tattooed as a member of their order and trained in their ways. At first, he found himself enjoying the freedom and action he was given, but the bloodshed that followed was not to his taste. When the order attacked a huge caravan complete with magical protections and a skilled warwizard, Simon ran and escaped heading to Urglin and finding his way back to Varisia. Now trained to survive in the woods he wandered the Sanos Forest and embraced his Druidic ways, finding a new teacher to better understand nature and its mysteries.

Appearance and Personality:

Sovereign Court

Here we go....

Went with Swashbuckler instead of fighter.

Gregor:

Gregor Sandoval
Male human swashbuckler (inspired blade) 7 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human)
Init +7; Senses Perception -1
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +2 dodge)
hp 53 (7d10+7)
Fort +6, Ref +13, Will +5
Defensive Abilities charmed life 4/day, nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 rapier +16/+11 (1d6+9/15-20 +7 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (5)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 14, Wis 8, Cha 14
Base Atk +7; CMB +8; CMD 27 (31 vs. bull rush, 27 vs. disarm, 31 vs. trip)
Feats Blind-fight, Combat Reflexes, Cornugon Smash, Fencing Grace, Hurtful, Power Attack, Weapon Focus (rapier)
Traits dominator, fate's favored, fencer
Skills Acrobatics +15, Bluff +12, Climb +8, Diplomacy +12 (+10 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +12 (+14 to demoralize foes), Knowledge (local) +12, Perform (oratory) +12, Sense Motive +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +15, Swim +7
Languages Common, Dwarven, Sylvan
SQ dare (), inspired panache, pride
Other Gear mithral calamitous mail, +2 rapier, belt of incredible dexterity +2, cape of free will +1/+2, ring of protection +1, stagger-proof boots, 930 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Dominator (Belkzen) You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.
Fate's Favored Increase luck bonuses by 1.
Fencer +1 to hit with dagger or sword AoOs.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Hurtful Make melee attack against creature you have just demoralized as swift action.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Stagger-proof boots (1/day) Stand up from prone w/o AoO. Move up to 30 ft. as immediate action 1/day.

Dark Archive

drbuzzard wrote:

Jarred Henninger:

Couple points:

I don't understand how those stats are working. To get that DR you have to be fighting defensively which should take your to hit down some. Fighting defensively is a -4 to hit, so you should be at +7 BAB, +7 Str (after rage), +1 weapon, -4 defensively = +11. You have +13 listed. That seems odd since this is Herolab.

Second is I don't know if I would waste money on the Hero's Hauberk since stalwart specifically says it only stacks with class abilities.

turns out herolab turns off defensive fighting when you output the stat block

so i fixed that and i got the hauberk just incase it worked, thank you for the heads up.

So round 2!!

Spoiler:

Unnamed Hero
Half-orc barbarian (invulnerable rager) 7 (Pathfinder RPG Advanced Player's Guide 79)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 68 (7d12+14)
Fort +8, Ref +4, Will +3
DR 16/lethal, 8/—; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 furious silversheen falchion +10/+5 (2d4+10/18-20)
Special Attacks rage (18 rounds/day), rage powers (animal fury, dragon totem, intimidating glare)
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 10, Wis 10, Cha 10
Base Atk +7; CMB +9; CMD 24
Feats Cautious Fighter[ARG], Diehard, Endurance, Racial Heritage[APG], Stalwart[UC]
Traits brute (orc), reactionary
Skills Acrobatics +6 (+10 to jump), Climb +9, Handle Animal +4, Intimidate +9, Knowledge (nature) +4, Perception +10, Ride +4, Survival +10, Swim +9
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear quick runner's shirt; Other Gear +1 mithral breastplate, +1 furious silversheen falchion, belt of giant strength +2, boots of the cat, sleeves of many garments, 275 gp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Boots of the cat When falling, always land on feet and take the minimum damage.
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +1 (Black Dragon [Acid]) (Su) While raging, +1 to Perception and saves vs. fear, paralysis, and sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Racial Heritage (Halfling) You count as another race for the purpose of prerequisites.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sleeves of many garments Transform current clothes into any non-magical new form.
Stalwart Forgo dodge AC bonus for equivalent DR

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Silver Crusade

OOC: I'll be a Oradin (Paladin4/OracleOfLife3), Switch hitter as far as combat goes.


Dot...

Silver Crusade

OOC: GM Question: Would you mind if I'm an Aasimar?

Reasons: It's a dex/cha race that's medium sized, and it fits with Paladin/Oracle(ofLife) themes. I'd probably take a Musetouched Scion of Humanity to keep her human looking and set her background in Taldor. If you're ok with it, roll me some quirky random ability please.

If you're not ok, it's easy enough to rework her as human (More powerful/boring, but your call). I still have to spend money on gear.

Speaking of gear: What's the word on party transit? Should I buy a horse, a boat, a figurine? Should I just write down "Sold my boat, lost my dog, now all I have is beer" and assume I won't need to worry about such concerns in the great monastery?


I'd be interested in adding a Life Oracle to the mix.

Silver Crusade

GypsyMischief wrote:
I'd be interested in adding a Life Oracle to the mix.

My niche, alas.

OOC: More seriously, double life oracle is hilarious because you can life bond each other.


Julian! Is that you disguised as Digger?! :)

I can vouch for Digger, he is a strong poster. I am a postaholic and would love a chance to play. I have a wizard concept if we can take leadership, but I TOTALLY understand if the DM doesn't want to go down that path.

I have a multi class utility thug/rogue type idea if we need trap and lock skills with brute force.

I have an urge to play a straight up ranger.

I can play a cleric of Ragathiel.

I would even jump at the chance to play a straight up heavy armored fighter type.

As the group forms up and I get a feel I can see what the party needs.

Heck I will play the halfling torch bearer if it gets me into a high post active game.

Please check my posting history, I have never abandoned a game!


Oh, I should have included no leadership. That's simply too powerful a feat by any measure.

OTOH, Vital Strike in my house rules does grant the whole chain for 1 feat. So at 6 BAB you get +1 extra base die of damage, at 11 BAB +2, and at 16 BAB you get +3. Also it works in charges and spring attacks.


@Thorvald, so far I am the only one who has proposed any sort of character who can effectively deal with traps and locks. I believe that the module definitely needs one of those.


Though I should say, one would be wise to consider slayers over rogues since I consider the core rogue to be the worst class in the game.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Actually my Druid/Monk has good perception, disable device and trapfinding from a trait.


I have not completely read it myself, but I think that you need someone who is as good at those things as a rogue is supposed to be. You certainly need to have the ability to disarm magic traps.


The slayer can be better than a rogue as disarming traps actually. They can take trapfinder (allows you to disabled magical traps), trap spotter, and then complement those with favored terrain.

Basically a slayer gets about all the options a rogue has, but adds in decent combat punch.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Simon can cover finding and disabling magic traps however, this is not necessarily integral to the character. So if someone is going to fulfill that role let me know and I can rebuild him towards a different role.

Or serve as back up.


Up to you. If you decide not to then I will roll up a Snare Setter Rogue.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I think it comes back to what you want to play. I have my character but that is just a small part of his concept.

I would rather you play a character you really want to play and I can make small tweaks so they fit together better and bring a variety of skills to party.


dotting, all this talk about slayers makes me want to put together one, we'll see, let me think about it.


Thorvald! I miss gaming with you, man! I likewise vouch for him, for what it's worth.


Dotting probably a classic dwarven fighter of some sort


Make note of the fighter house rules listed above if you do.


I'm wavering between a wizard and a sorcerer. Is there any chance that we'll level during the adventure?

Silver Crusade

OOC: Just from looking at possible skills, we might want the int focused guy more than the cha focused guy with 2x life oracle in the running.

Applicants thus far:

Enjoys being big
Human Barb - Mowque
Human Swashbuckler7 - Galahad0430
Monk - Crowik
HalfOrc Barbarian - Jarred
Dwarf Fighter - Edward Sobel

CLW wands without UMD
HalfOrc Druid6/Monk1 - Taenia
Rogue1/Cleric6 of Thisamet - Digger Chandler
Aasimar Paladin4/Oracle3 - Pasara Albercroft Anchoralten
LifeOracle - GypsyMishchief

I was elected most likely to electrocute myself!
Snare Setter Rogue - Nohwear
??Slayer - Robert Henry

I'll be in the back, with the books.
FlexibleClass - Thorvald The Black Shield
Arcane Caster (Wiz/sorc) - Oterisk


I believe the module (as I have been reading it) will take people from 7-9th or so.

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