[Pathfinder][Recruiting] The Mud Sorcerers Tomb


log in or register to remove this ad

I'm still interested, but making a 14th level character is complicated for me. I ask indulgence.
Any help you need I'll freely dispense. I'm aware that it is going to take a while to create characters that is why I'm giving enough time and not pushing people to get their characters up asap.
 

Well it looks like you have your six, but if you need an alternate I'd like to throw my hat in. Won't take me long to knock up a 14th level character :D.

I would probably opt for a Cleric.
 
Last edited:



Revielle, my druid is almost done.

What are your rules and rulings about the potentially powerful 6th level spell Fire Seeds? This spell can sometimes be overpowered, but OTOH you did say it's a tough dungeon and a druid has few other big damage dealing options.

The main issues are 1) can you cast the spell and throw a grenade as a single action in the same round, 2) what kind of action is it to draw and throw a grenade (that is, do you need quick draw to throw multiple grenades as a full attack), 3) how does the damage stack if multiple berry bombs are close together and the areas overlap, and 4) can you cast the spell multiple times and carry around the enspelled seeds from all the castings (ex. cast it twice, each time making one acrorn grenade, and later throw them both as a full attack?)
 


Finally making some progress on the character. For some reason ENWorld seems to be down almost all the time I'm trying to check in, which have made it rather hard to check stuff.
 

Kendra Swiftblade
Female Human (Chelaxian) Fighter 14

[SBLOCK=Basic information]
CG Medium humanoid (human)
Age: 27
Height: 4’9
Weight: 88 lb
Skin color: Pale
Hair: Black, to the mid of her back, tied up in a ponytail
Eyes: Dark brown
[/SBLOCK]

[SBLOCK=Attributes, feats & skills]
Abilities: Str 18 (+4), Dex 27 (+8), Con 18 (+4), Int 13 (+1), Wis 14 (+2), Cha 11 (+0)
Starting stats: 14, 16, 14, 13, 13, 12
Above stats include +2 dexterity from race, +3 Dexterity from level, +6 Dexterity from Gloves of Dexterity, +4 constitution from Amulet of Health, +4 strength from Belt of Giant Strength
Class/race abilities: Speed 30, Bonus feat, skilled (bonus skill point per level), Weapon Training (Short Sword), Bravery (+4 bonus on will saves against fear), Armor Training (when wearing armor, add +3 AC, reduce armor check penalty by 3 and increase maximum dexterity bonus by 3), Weapon Training (+3 on attack and damage rolls with light blades, +2 on bows, +1 on heavy blades)
Feats: Dodge, Weapon Finesse, Two Weapon Fighting, Weapon Focus (Rapier), Toughness, Weapon Specialization (Rapier), Two Weapon Defense, Improved Two Weapon Fighting, Weapon Swap, Greater Weapon Focus (Rapier), Improved Initiative, Mobility, Greater Two Weapon Fighting, Greater Weapon Specialization (Rapier), Improved Critical (Rapier), Agile Maneuvers
Skills: Profession (Sailor)+19 (14 ranks), Survival +19 (14 ranks), Acrobatics +18 (7 ranks), Stealth +18 (7 ranks)
Languages: Common, Elven
[/SBLOCK]

[SBLOCK=Combat stats]AC: 33 (8 Dex, 8 armor, 2 shield (two weapon defence), 3 Armor training, 2 deflection), touch 20, flat-footed 25
Hp: 223 (14d10+83)
Saves: Fort +18, Ref +17, Will +11

Init +12; Senses: Perception +2
Speed: 40 ft. (8 squares)

Melee: Transmuting Rapier +29/+24/+19 (14 base attack, 8 dexterity, 2 greater weapon focus, 3 weapon training, 2 magic) OR +27/+27/+22/+22/+17/+17 (1d8+13 damage main hand, 1d8+11 off-hand, critical 15-20)
Ranged: Mighty Composite Longbow [+2] +24/+19/+14 (14 base attack, 8 dexterity, 2 weapon training) (1d8+4 damage, critical 20)
Base Atk: +14; Grp +22

[/SBLOCK]

Equipment: Mithral Breastplate +3 (13000), Restful Crystal on armor (500), Gloves of Dexterity +6 (36000), Amulet of Health +4 (16000), Belt of Giant Strength (16000), Transmuting Rapier +2 (32000), Lesser Truedeath Crystal on Rapier (5000), Cloak of Resistance +5 (25000), Ring of Protection +2 (8000), Boots of Striding and Springing (5500), Vest of Natural Armor +2 (8000), Ring of Sustenance (2500), Feather Token (Swanboat, 450), Potion of Resist Fire 20 (700), Potion of Neutralize Poison x2 (750x2), Potion of Remove Blindness/Deafness (750), Potion of Remove Curse (750), Potion of Remove Disease (750), Spool of Endless Rope (1400), Oil of Greater Magic Weapon +5 (3000), Orb of Mental Renewal (3100), Rod of Bodily Restoration (3100), Bag of endless Caltrops (800), Potion of Cure Serious Wounds x8 (750x8), Masterwork Dagger, Mighty Composite Longbow [+2], 20 arrows

[SBLOCK=Background]Alexandra Darkblade is the daughter of the infamous pirate captain Gerald Darkblade. And for a while it appeared as if she would follow the same bloody path as her father. At the age of 14 she had her first kill and at the age of 20 she was surpassed in skill only by her father, who had tutored her in his own combat style.
Seven years ago the authorities finally caught up with the pirate vessel known as the Infamous Mermaid. Outmanned twenty to one, the pirates fought hard for their freedom, yet one by one they fell. When only Gerald and Alexandra was left standing, Alexandra was given the order that she should escape. As Alexandra quickly liberated one of the smaller military vessels and then made her escape, she saw her father stand alone against an overwhelming force and with a fierceness she had never seen before, he held off the enemies long enough for her to get out of sight and make her escape.
She landed in Varisia and quickly disposed of the vessel she escaped in, knowing that it could be tracked. Then she travelled Varisia for several months, earning enough gold to survive by serving as caravan guard or other such jobs. It was on one of these trips she first encountered adventurers and then sought that path as her own. 7 years later she’s a very experienced adventurer, known widely for her dazzling displays of swordsmanship when wielding the main-gauche (rapier and dagger combo).[/SBLOCK]
 
Last edited:

Sarn, PF half-orc 14th level druid, LN

[sblock=description]Sarn is a grey skinned half-orc, 6’ tall, and of medium build. He tends to dress simply, though he often wears his dragonhide breastplate armor. Unlike most druids he is more focused on elemental magic than on dealing with animals, and when he wildshapes he often takes the form of an elemental, though he is still able to take an animal form when the need arises.

He is an accomplished adventurer and is said to be a trustworthy companion. He is single, and rarely speaks about his family. He was married once and has a son, but after a few years he parted ways with the human woman. He seems to adventure as a way of getting other worries off his mind.[/sblock]

[sblock=stats]Druid 14: HD 14d8+38, hp 167
Saves Fort +14, Reflex +12, Will +19
Move 20’ (30’ w/longstrider), BAB +10, grapple +15
AC 28 (+9 armor, +3 dex, +1 Dodge, +5 shield), touch 14 (24 vs incorporeal touch), ff 19

Attack
Lightning arc +13 ranged touch (1d6+7, crit 20/x2, 30’ range)

+1 construct bane scimitar w/lesser demolition crystal (and using bracers of lightning)
+16/+11 melee (1d6+6 +1d6 electric, crit 18/x2)
vs construct: treat as adamantine, +2 to hit, +3d6+2 damage

ironwood club w/lesser truedeath crystal (and using bracers of lightning)
+16/+11 melee (1d6+6 +1d6 electric, crit 20/x2)
vs undead: ghost touch, +1d6 damage

Str 20 (+5) (10 pts) 16 base +2 race +2 enh
Dex 16 (+3) (6 pts) 14 base +2 enh
Con 14 (+2) (6 pts)
Int 10 (4 pts) 12 base – 2 race
Wis 24 (+7) 15 base (8 pts) + 2 race + 3 lvl + 4 enh
Char 10 (2 pts)

Half-orc: darkvision 60’,
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Class Skills
The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, hide, or hide shirt armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.

7 feats:
Toughness, Lightning Reflexes, Dodge (combat), Natural Spell, Spell Penetration, Greater Spell Penetration, Power Attack

Skills (ranks/total): & = has –4 acp included xxx
Climb& 11/15 (17 w/kit), Fly 10/16, Handle Animal 1/4, Heal 7/17, Knowledge (nature) 1/6, Perception 11/21, Spellcraft 5/8, Survival 3/15, Swim&& 7/7

Air Domain
Caster Level Ability
1st Lightning Arc (Su): As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The lightning arc deals 1d6 points of electricity damage +1 for every two caster levels you possess. (1d6+7)
2nd Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 caster levels you possess.
4th Gust of Wind (Sp): You can cast gust of wind 1/day.
8th Walk on Air (Su): You can walk on air as if it were solid for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as air walk.
12th Chain Lightning (Sp): You can cast chain lightning 1/day.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier (1d20+14) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with inf luencing people, it might take more or less time. A druid can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared
ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a druid can prepare each day is noted in Table 4–6 under spells per day. Orisons are treated like any other spell cast by the druid in terms of duration and other variables based on level.

Spells prepared: DC 17 + spell level
0 1 2 3 4 5 6 7
4 6 6 6 5 4 4 3

0: detect magic, detect poison, stabilize, light
1: cure light wounds (1d8+5), detect snares and pits, entangle, faerie fire, longstrider, produce flame
2: barkskin (x2), resist energy, lesser restoration (x2), soften earth and stone
3: neutralize poison (x2), greater magic fang, remove disease (x2), stone shape
4: control water, curse serious wounds (x2, 3d8+14), dispel magic, flame strike
5: baleful poymorph, death ward, transmute mud to rock, transmute rock to mud
6: fire seeds (x2), greater dispel magic, stone tell
7: heal, fire storm, wind walk

spellstaff on wooden quarterstaff, stores heal spell

Equipment (185k):
Amulet of fortune prevailing and wisdom +4 (neck) 21
+1 construct bane scimitar 8.315
weapon crystal demolition, lesser (+1d6 dam vs construct, treat as adamantine) 3
club w/ironwood (+1 enh) 0
weapon crystal truedeath, lesser (5k; +1d6 vs. undead, ghost touch) 5
+4 dragonhide breastplate of speed (22.7k, +9 AC, -3 acp, +3 max dex) 22.7
armor crystal of screening, greater (3k; +10 AC vs incorporeal touch attacks) 3
+3 heavy wooden shield 9.157
karma prayer bead (20k) 20
vest of resistance +3 9
gloves of fortunate striking and dex +2 6
bracers of lightning (+1d6 electric to melee damage even in wildshape) 11
metamagic rod, silent (up to 6th level, 3/day) 11
metamagic rod, empower (up to 6th level, 3/day) 32.5
metamagic rod, substitution (up to 6th level, 3/day) 10.5
wand of CLW (x2) 1.5
everlasting rations 0.35
ring of the four winds 2
anklet of translocation (teleport 10' 2/day, swift) 1.4
belt of strength +2 4
troll gut rope 0.5
rope, silk, 50' 0.01
waterskin 0.001
flint & steel 0.001
small steel mirror 0.01
manacles, MW w/superior lock 0.2
sunrods (2) 0.004
handy haversack 2
bedroll 0.0001
ink, pen, 5 sheets paper 0.0101
pole, 10' 0.0002
grappling hook 0.001
potion of mage armor 0.05
potion of prot from evil (x2) 0.1
potion of bless weapon (x2) 0.2
potion of hide from undead (x2) 0.1
scroll of pass without trace 0.025
scroll of know direction (x2) 0.025
climber's kit 0.05
peasant's outfit 0.0001
diamond dust (for stoneskin, x1) 0.25
wine, fine bottle 0.01
sacks, empty (10) 0.001
shovel 0.002
spell component pouch 0.005
21 gp, 14 sp, 10 cp 0.0225
total 185k[/sblock]

[sblock=Typical wildshape forms]Elemental: Immune to crits and sneak attacks, DR 5/-, Wis 20, spell DC 15 + spell level

Huge air elemental:
+4 str, +6 dex, +4 nat armor, fly 120’, whirlwind (Reflex DC 22, 2d8)
Str 22, Dex 20; space/reach 15’/15’; AC 18 (touch 14, ff 12)
Att 2 slams +14 melee (2d8+6 + 1d6 electric)
Saves Fort +11, Reflex +11, Will +14

Huge earth elemental:
+8 str, -2 dex, +4 con, +6 nat armor, push, earth glide
Str 26, Dex 12, Con 18; space/reach 15’/15’; AC 16 (touch 10, ff 14); +28 hp
Att 2 slams +16 melee (2d10+8 + 1d6 electric)
Saves Fort +13, Reflex +7, Will +14

Huge fire elemental:
+6 dex, +4 con, +4 nat armor, +20’ speed, resist fire 20, vulnerability to cold
Str 18, Dex 20, Con 18; space/reach 15’/15’; AC 18 (touch 14, ff 12); +28 hp
Att 2 slams +12 melee (2d8+4 + 2d8 fire + 1d6 electric + burn (1d4 rounds, Reflex DC 22, 1d6 fire damage for 1d4 rounds, move action to extinguish))
Creatures hitting the fire elemental with natural or unarmed attacks take 2d8 fire + burn (Reflex DC 22)
Saves Fort +13, Reflex +11, Will +14

Huge water elemental:
+4 str, -2 dex, +8 con, +6 nat armor, swim 120’
vortex (Reflex DC 23, 2d8 + sweep up, up to 7 rounds, 1/10 min)
Str 22, Dex 12, Con 22; space/reach 15’/15’; AC 16 (touch 10, ff 14); +56 hp
Att 2 slams +14 melee (2d10+6 + 1d6 electric)
Saves Fort +15, Reflex +7, Will +14[/sblock]

He usually takes elemental forms when wildshaping. Revielle, could he trade in the ability to take other forms for some sort of other bonus? (IC he would never have had that ability.)
 

Remove ads

Top