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(CSRHoD) CS's Red Hand of Doom [OOC]

Pinotage

Explorer
Redclaw said:
Pinotage, if you're looking for cool equipment, check out the summoner's totem in the MIC. It lets you cast an extra spell on a summoned animal as a swift action when you complete your summoning spell.

Thanks! I hadn't spotted that. Now I'll have to decide whether this is better than the Metamagic Rod of Lesser Extend.

Pinotage
 

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pathfinderq1

First Post
concept status update

My first concept is completed (Tiefling warlock, post 29), and my second concept is about 80% done (Halfling wilderness expert; still needs final touches on skill and mundane gear, post 34).
 

Arkhandus

First Post
Ack, been too busy today to do much on the computer game-material-wise. I'll post my completed character(s) on Wednesday afternoon. I think I'll go with the halfling, unless the other rogue-player is going to be in the starting line-up.
 

Redclaw

First Post
Pathfinder, Larian is very much not a damage-oriented wizard. He knows a few spells that deal damage, but will rely mostly on his buffs and boosts, and then use his bow as necessary. I think there will be more overlap with your ranger than with your warlock, at least as far as the wizard goes.
 

DrZombie

First Post
Ktu'uarguannin

[sblock=messy unorganised char sheet, will update asap]
Gurguannin
Male Dwarf Barbarian 5
Chaotic Good

Strength 17 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 8 (-1)
Size: Medium
Height: 3' 11"
Weight: 195 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Curly; Thick Beard



Total Hit Points: 53 (+10 when raging)

Speed: 30 feet [barbarian]

Armor Class: 19 = 10 +7 [breastplate] +2 [dexterity]
When raging 17

Touch AC: 12
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +7 = 4 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +1 = 1 [base]

Attack (handheld): +9 Greataxe +1 Dmg 1d12+5 x3
When raging : +11 greataxe +1 dmg 1d12+8 x3
Attack (missile): +7 Comp Longbow Dmg 1d8+3
Grapple check: +8 = 5 [base] +3 [strength]


Light load: 86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb
Lift over head:260 lb
Lift off ground:520 lb
Push or drag:1300 lb


Languages: Common Dwarven Goblin Undercommon


Breast plate +2 [medium; +7 AC; max dex +3; check penalty -4; 30 lb.]


Feats:

Power Attack
Track

Traits:


Appraise Int 2 = +2
Balance Dex* 5 = +2 +3
Bluff Cha -1 = -1
Climb Str* 11 = +3 +8
Concentration Con 3 = +3
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha -1 = -1
Handle Animal Cha 1 = -1 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha -1 = -1
Jump Str* 9 = +3 +4
Listen Wis 8 = +0 +8
Move Silently Dex* 2 = +2
Ride Dex 4 = +2 +2
Search Int 6 = +2 +4
Sense Motive Wis 0 = +0
Spot Wis 4 = +0 +4
Survival Wis 8 = +0 +8
Swim Str** 5 = +3 +2
Use Rope Dex 5 = +2 +3


* = check penalty for wearing armor


Dwarf:


+2 constitution / -2 charisma (already included)

Can move 20 feet even if in heavy armor

Darkvision (see 60 feet in pitch-dark)

Stonecunning (+2 on searching stone, intuit depth)

+4 to avoid being bullrushed while standing on ground

+2 racial bonus on saves vs. poison

+2 racial bonus on saves vs. spells / spell-like abilities

+1 racial bonus to hit orcs and goblinoids

+4 dodge bonus on AC against giants

+4 stability bonus to avoid being tripped/bull rushed standing on ground

+2 racial bonus on appraise checks if stone/metal

Barbarian:

Diehard

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

This barbarian can read/write.


Gurguannin's Equipment:


46 lb Armor + weapons
6 lb Arrows (quiver of 20) x2
2 lb Backpack
5 lb Bedroll

5 lb Block and tackle
2 lb Caltrops
5 lb Crowbar
Fishhook
5 lb Fishing net
Flint and steel
4 lb Grappling hook
2 lb Lantern (hooded)
1 lb Mug
2 lb Oil flasks x2
10 lb Pick
1 lb Pitons x2
10 lb Rope (50', hempen) x1
5 lb Rope (50', silk) x1
1 lb Sacks x1
1 lb Sealing wax
Sewing needle
Signal whistle
8 lb Shovel
20 lb Tent
12 lb Waterskins x3
1 lb Whetstone
5 lb Climber's kit
_____
159 lb

+1 greataxe 2320 gp
+2 breastplate 4350 gp
Longbow str +3 400 gp

Pony carries everything.



More about Gurguannin:

Gurguannin is the younger son of a clan chieftain. The clan was an outpost of the great dwarven empire, who stubbornly refused to give way after the empire collapsed. They live deep within the mountains at the edge of the underdark. Their live is hard and filled with danger, and slowly the clan is diminishing. Gurguannin was sent out to seek help or allies.



[/sblock]
 
Last edited:


Creamsteak

Explorer
Since nobody has used them yet, I'm taking bards and Wood Elves off the lists. I'm replacing them with spellthief and Goliath respectively. Goliath are obviously altered (simplified and toned down).

I'm giving the barbarian class [Diehard] as a bonus feat at first level.


I'm altering fighter weapon focus stuff and ranger combat styles. It's a major change but I think it sounds fun. It's in the RG.


Now here's some questions:

Would the druid in the party find this idea interesting? You can find any non-core domains and such in the srd (I use this.)

[sblock=Druids]Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.

Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.

* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).
[/sblock]



And a question for our high-elf wizard:

Would you prefer to be a gray elf at all? The only difference mechanically is -2 Str, +2 Int. I was considering using them instead, and since they are slightly better for wizards I thought they might better fit the game.

Second, would you be interested in using this variant:

[sblock=Wizard]Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.

ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel magic;
4th - remove curse;
5th - mage's private sanctum;
6th - greater dispel magic;
7th - banishment;
8th - mind blank;
9th - prismatic sphere.

ANTIMAGIC DOMAIN
0 - detect magic;
1st - protection from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel magic;
4th - lesser globe of invulnerability;
5th - break enchantment;
6th - antimagic field;
7th - spell turning;
8th - protection from spells;
9th - mage's disjunction.

BATTLE DOMAIN
0 - daze;
1st - true strike;
2nd - protection from arrows;
3rd - greater magic weapon;
4th - fire shield;
5th - interposing hand;
6th - transformation;
7th - power word blind;
8th - moment of prescience;
9th - time stop.

COLD DOMAIN
0 - ray of frost;
1st - chill touch;
2nd - chill metal (as 2nd-level druid spell);
3rd - sleet storm;
4th - wall of ice;
5th - cone of cold;
6th - freezing sphere;
7th - delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage);
8th - polar ray;
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

CONJURATION DOMAIN
0 - acid splash;
1st - mage armor;
2nd - web;
3rd - stinking cloud;
4th - summon monster IV;
5th - wall of stone;
6th - acid fog;
7th - summon monster VII;
8th - maze;
9th - gate.

DIVINATION DOMAIN
0 - detect magic;
1st - detect secret doors;
2nd - see invisibility;
3rd - arcane sight;
4th - arcane eye;
5th - prying eyes;
6th - true seeing;
7th - greater arcane sight;
8th - discern location;
9th - foresight.

ENCHANTMENT DOMAIN
0 - daze;
1st - charm person;
2nd - hideous laughter;
3rd - suggestion;
4th - confusion;
5th - hold monster;
6th - greater heroism;
7th - insanity;
8th - mass charm monster;
9th - dominate monster.

EVOCATION DOMAIN
0 - light;
1st - magic missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of force;
6th - forceful hand;
7th - mage's sword;
8th - telekinetic sphere;
9th - crushing hand.

FIRE DOMAIN
0 - flare;
1st - burning hands;
2nd - scorching ray;
3rd - fireball;
4th - wall of fire;
5th - cone of fire (as cone of cold, but deals fire damage instead of cold damage);
6th - summon monster VI (fire creatures only);
7th - delayed blast fireball;
8th - incendiary cloud;
9th - meteor swarm.

ILLUSION DOMAIN
0 - ghost sound;
1st - disguise self;
2nd - invisibility;
3rd - major image;
4th - phantasmal killer;
5th - shadow evocation;
6th - mislead;
7th - mass invisibility;
8th - scintillating pattern;
9th - shades.

NECROMANCY DOMAIN
0 - disrupt undead;
1st - ray of enfeeblement;
2nd - false life;
3rd - vampiric touch;
4th - fear;
5th - waves of fatigue;
6th - circle of death;
7th - control undead;
8th - horrid wilting;
9th - energy drain.

STORM DOMAIN
0 - ray of frost;
1st - obscuring mist (as 1st-level cleric spell);
2nd - gust of wind;
3rd - lightning bolt;
4th - ice storm;
5th - control winds (as 5th-level druid spell);
6th - chain lightning;
7th - control weather;
8th - whirlwind (as 8th-level druid spell);
9th - storm of vengeance (as 9th-level cleric spell).

TRANSMUTATION DOMAIN
0 - mage hand;
1st - expeditious retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful polymorph;
6th - disintegrate;
7th - reverse gravity;
8th - iron body;
9th - shapechange.
[/sblock]
 
Last edited:

Creamsteak

Explorer
To run the list:

Changed Rangers, Fighters, Paladins, Barbarians.

Proposing changes to Druids/Wizards.

Removed Bard.

Added Spellthief.

Proposing change to elf type (to Gray).

Cleric language changed slightly.
 

Redclaw

First Post
I'm absolutely fine with switching to gray elf (it would net me 5 bonus hp at the cost of my diplomacy check dropping from +6 to +5). I'd have to do a bit of reading up on gray elves for my character concept, but I don't think there would be any real issue.
As for the variant wizard class, if that's where you want to go, I'll adapt, but I don't see it as being a great fit for Larian as I've drawn him up. If I switched him to artillery rather than support/buffing it would be a fine fit, but none of the domains that fit his current concept have appealing spells at all (or even most) levels.
Transmutation, for instance, would be fine at 3rd (Haste rocks), but I have no real interest in the polymorph spells (too much errata for me). The two that give Dispell Magic (abjuration and antimagic) then give remove curse (highly situational) and lesser globe of invuln. (nice when facing spellcasters, but less so at other times). I would probably be tempted to evocation or fire, and that changes my contribution to the party, putting me in potential overlap with the warlock. Plus, I like the extra spells. I hate running out too early in the day. ;)
 


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