Carrion Crown AP (Savage Stampede) - OOC

Well that is cool if I get to vote there would be seven of us, so four yes i=and we get a smiter of evil.

I vote YES and will state the follow as to why.

- the group compostion could use another well armed and armored melee type.
Group:
Inquisitor - support role (specially when teamwork feats are gained)
Fighter - melee combatant
Sorcerer - (haven't checked the spells but thinking magical artillery?)
Necromancer - control - not to useful vs undead so this adventure will be a little weak but the others are not so undead related
Cleric - heal/buff (latter lvls of rogue add in a support role)
Druid - not sure about arctic druid or WD's plans but good backup healer if cleric goes down and extra magical ranged attacks.

So I think one more toe to toe player to get in the mix with the fighter will be good for party survival

- We will not be using the XP system so there is no worry about dividing XP by so many characters.

- Allows for no need to look for others players if a drop out happens Kind of a buffer zone for now so to speak.

- The adventure will allow for the mix and it will bring in some good RP. I think it will be great as you are all thrown together to do a task and you will have your own views how it should be done, and then RP it out.


HM
 

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I also designed my character as a 'tank', using my extra money to get my AC up pretty high. I have a breastplate and a large shield; pretty snazzy for first level.

As for the paladin, I have no reason to actually veto a player's character choice, so I vote YES. :)

And may Asmodeus consume your soul. ;)
 

Sorcerer - (haven't checked the spells but thinking magical artillery?)
HM

Well, at level 1 I'm not much of anything ;)

But, yeah was thinking more blast-y and less controll-y. Grabbed Mage armor for protection and Grease because I love that spell. It makes me laugh when I think of a group of zombies stuck in the slippery spell... or city guards, or anyone else who are susceptible to it.
 


I try not to tell others how to play, hence my saying I may leave, rather than asking Hero to change. On the other hand I am drawn more to good characters. Third it is Holyman's game, so all these reasons tell to vote YES.
 

...
Druid - not sure about arctic druid or WD's plans but good backup healer if cleric goes down and extra magical ranged attacks.
...

HM
Well, next feat will be augment summoning, which shall give a hint for his preferred spells once he levels a bit. Will need some magic item for healing (wand?) as he isn't going to prepare many cure spells, but more cold and earth themed attack spells plus some basic defense.
 

Summoned monsters, the DM's worst enemy. :)

As long as we can 'fix', you never need to memorize a cure spell.

Props to the players who get the reference.
 

Updated and need to check a character so here's the red ink for Aerodus...

[sblock=Aerodus Tauranor]
[sblock=Game Info]
Race: Human
Class: Paladin
Level: 1
Alignment: Lawful Good
Languages: Common
Deity: Iomedae[/sblock]
[sblock=Abilities]
STR: 18 (+2 spice)
DEX: 11
CON: 16
INT: 11 (+2 spice)
WIS: 15 (+2 racial)
CHA: 17

Here I think you followed the spice rule wrong. The rule is if you keep the stats in the order you rolled them than you get a free +2/+2 FEAT (i.e. Acrobatic, Alertness, Stealthy, Persausive, etc.)[/sblock]
[sblock=Combat]
HP: 17 = [1d10 + 3] + 1 (Paladin) +3 (feat)
AC: 16 = 10 + 6 (armor) + 0 (shield) + 0 (DEX),
AC Touch: 10 = 10 + 0 (DEX)
AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield)
INIT: +0 = +0 (DEX)
BAB: +1 = +1 (Paladin)
CMB: +5 = +4 (STR) + 1 (BAB)
CMD: 15 = 10 + 4 (STR) + 0 (DEX) + 1 (BAB)
Fort: +5 = +2 (base) + 3 (stat)
Reflex: +0 = +0 (base) + 0 (stat)
Will: +5 = +2 (base) + 3 (stat) +2 for stat
Speed: 30' should be 20' do to armor
Damage Reduction: 00
Spell Resistance: 00[/sblock]
[sblock=Weapon Stats]
Guisarme(melee): +5 = +1 (BAB) + 4 (Str) + 0 (feat)/ DMG = 2d4+4(S), CRIT x3
Guisarme PA(melee): +4 = +1 (BAB) + 4 (Str) - 1 (feat)/ DMG = 2d4+7(S), CRIT x3

May change if stat changes[/sblock]
[sblock=Racial Traits]
Stat: +2 to any one ability (WIS)
Size: Medium
Speed: 30'
Favored Class: Paladin

Bonus Feat: Gain one extra feat at 1st level.
Skilled: Gain an additional skill point at 1st level and every additional level. [/sblock]
[sblock=Class Features]
Aura of Good: Aura equal to paladin level.

Detect Evil: At will, the paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on on an object or individual, the paladin does not detect evil in any other object or individual within range.

Smite Evil:
Once per day, as a swift action, the paladin chooses one target within sight to smite. If the target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds their paladin level to all damage rolls made against the target of the smite. If the target of the smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automaticall bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gais a deflection bonus equal to her Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3-11, to a maximum of seven times per day at 19th level. [/sblock]
[sblock=Feats & Traits]
Spice Feat missing if you keep stats in same order.
Power Attack (Bonus): Exchange to hit bonus for damage bonus.
Toughness (1st): Gain 3 additional hit points and 1 additional hit point at every level beyond the 3rd.
Eyes and Ears of the City: +1 on Perception checks and Perception is a class skill.
Subject of Study: Undead, gain a +1 weapon damage bonus against undead. [/sblock]
[sblock=Skills]
Skill Ranks: 2 (should be three bit may be two if your INT stays at 9)
Max Ranks: 1 ACP: -5
Skills:
Acrobatics + 0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -0 [ACP]
Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Climb +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Diplomacy +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Disguise +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Escape Artist +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Fly +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] + [ACP]
Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Intimidate +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Nobility) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Religion) +4 = +1 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Perception +7 = +1 [ranks] +3 [class skill] +2 [WIS] +1 [misc]
Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Ride +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Sense Motive +6 = +1 [ranks] +3 [class skill] +2 [WIS] +0 [misc]
Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Stealth +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Survival +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Swim +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc] [/sblock]
[sblock=Equipment]
Code:
Equipment                      Cost     Weight
Traveler's outfit              ---        ---
Chainmail                     150gp      40 lbs.
Guisarme                        9gp      12 lbs.
Backpack                        2gp       2 lbs.
   Bedroll                      1sp       5 lbs.
   Flint and Steel              1gp       ---
   Torch x3                     3cp       3 lbs.
   Whetstone                    2cp       1 lbs.
   Waterskin                    1gp       4 lbs.
Treasure: 11gp, 8sp, 5cp Gems: 000
Total weight carried: 69 lbs. have 67 lbs. as weight
Maximum weight possible: Light (100), Medium (101-200) Heavy (201-300)
Maximum weight may change due to stat change [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 22
Height: 5'10"
Weight: 187
Hair Color: Black
Eye Color: Green
Skin Color: Pale
Apperance:
Deamenaor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level [/sblock] [/sblock]

Ok under equipment you don't have a holy symbol listed (which is fine). Also you don't have a spice item whatever you decide to take on as a spice please let me know before we get into the adventure to deep.

HM
 

Also missing spice items from...

WD - am redoing your equipment list for you please hold...
renau1g (no equipment at all),
Orius (although you have a wand as an arcane bond item - do you wish for that to also be the spice item?)
rangerjohn... you list in your background you received an item just not what it was it truly can be anything (talisman, jewelery, scrollcase, etc. just need to know what, as what it does may differ as noted below).

How a spice item will work.


A spice item is something that will give you "magical" benefits while it may not itself be magical (although it could all depends). Example (and I hate ruining the surprise but... oh well)

Daggal's pocket watch. I have plans that once Daggal reaches 3rd lvl the watch will gain the benefits of a cloak of resistance +1 (yes it takes up the neck slot away) although the watch isn't magical it is lucky granting him the +1 to all saves. Later it may either become even luckier or gain additional abilities. These abilities will only work for Daggal btw.

Your spice item may be armor or a weapon it can be anything, I just need to know what it is and if it is something you "bought" you get that money back to spend on other things.

HM
 

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