[CLOSED] Pathfinder: Vampires of Waterdeep OOC Thread


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Looks like we still need an arcane caster to round out the group at least? I hate it when people jump into a recruiting thread, call dibs on a class and then never actually submit a character sheet. It just stops new folks that are interested from even considering the game.
 

Looks like we still need an arcane caster to round out the group at least? I hate it when people jump into a recruiting thread, call dibs on a class and then never actually submit a character sheet. It just stops new folks that are interested from even considering the game.

I could work some sorcerer into my character if needed, it would fit the Shar theme very well.

Edit: Reveille - would you be willing to let the Paldin multiclassing restriction slide?

Phaezen
 
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What do you have in mind?

Concept would be a hidden champion of Shar, using sorcery to augment his combat abilities as well as to help influence matters behind the scene. He will be a very subtle charater, keeping his abilities hidden, while luring those around him into the net of Shar.

Basically looking at using a bit of 4e flavour for the paladin class, in other words he is a champion of his god (in this case Shar), not of an alignment. Most likey go with sorcerer, arcane bloodline, with the Shadow Weave Magic feat (Players Guide to Faerun pg 43) and alternate levels between the classes.

Not a train smash if you say no.

Phaezen
 

Phaezen, theres always the Knight training feat from the Eberron Campaign Setting that allows you choose any one other class that you can freely multiclass with paladin.
 

Phaezen, I'll allow the multiclass (w/o the need of expending a feat). I've said it before and I'll say it again; the mix is a brillaint for your concept.
 


I'm liking the whole cult leader concept I'm playing around with, but wasn't going to spend any more time on it if the game wasn't going to get off the ground. With only 3 people, I didn't know if you were going forward with it.

I have a question about the armbands of bloodrage though. The description states that during the blood rage I take 5 dmg a round. Does this dmg bypass temporary HP or come off temp first?

I couldn't decide for a while on several smaller adventuring items or one big role playing item. But I'll settle on this configuration, unless I can get a a negative energy version of the healing belt.



[sblock=Description & Style] This slender vampire is nothing if not the epitomy of sly charm. His long black hair is always shining and perfectly groomed. His perfect porcelain skin has the pallor of alabaster, which only serves to attract women to him like a moth to the flame. While he often maintains a male form, it is not uncommon to sometimes find a stunning young woman that shares many of Rangta’s personality traits when he is not around. The massive tower shield he carries into battle matches his thick black armor, and both bear the symbol of an elder elemental eye unlike that of any deity anyone has ever heard of. Strangely he doesn’t seem to carry a weapon, but only an oddly bound two foot rod at his belt with a sickly green crystal set into its base. His lust extends well beyond blood and he can often be found hosting bachnals from the bottom of a pile of gorgeous young folk deep into the night, many of which take up the call of the elder elemental eye in his name. Amongst the myriad tangle of limbs several violet tentacles can sometimes be glimpsed through the din of flesh. [/sblock]
[sblock=Rangta]Name: Rangta Shandalla
Class: Cleric 3 /Bard 3
Race: Changeling, Psychic* Vampire
Type: Undead/Shapeshifter
Size: M
Gender: Male
Alignment: NE
Domains:
- Lust, 1/day +3 Cha for 1 minute
- Pride, Reroll save results of 1

Hit Dice: 12+2D12+15 (44)
Speed: 20
Armor Class: 31 (+9 Armor, +1 Dex, +5 Shield, +6 natural) Touch 11
Initiative: +6
Base Attack/Grapple: +4/+7

Abilities: (base, + racial, + template)
Str 16 +3 (10 +6)
Dex 14 +2 (10 +4)
Con -
Int 14 +2 (12 +2)
Wis 22 +6 (18, +2, +2)
Cha 20 +5 (14 +2 +4)

Attack: RodX6 +18 (1d6acid+14/X2)

Special Attacks:
Blood Drain
Children of the Night
Dominate Person as a Standard Action.
*Wisdom Drain, on a Touch or Slam, deal 1d6 Wisdom Drain (no save). For each point of Wisdom,
the Vampire gains 5 Temporary HP for 1 hour. Usable 1/round.
* Wisdom Drain Aura – all living creatures within a 10’ radius take 1 point of Wisdom Drain per round
Create Spawn
Inspire Courage +2 3/day
Spells
Rebuke Undead 8/day

Special Qualities:
Polymorph, as a Standard Action into a Bat, Dire Bat, Wolf, orDire Wolf
Damage Reduction 10 / silver and magic.
Fast Healing – 5
Gaseous Form as a Standard Action. Fly at 20’ with Perfect maneuverability.
Spider Climb, always on.
Resists: Cold 10, Electricity 10, Turn +4

Saves: Fort +5 Ref +12 Will +6

Skills: (48 pts)
Bluff 16 +1+5+10
Intimidate 8 1+5+2
Hide 13 1+2+10
Move Silent 13 1+2+10
Concentrate 1
Spot 15 1+6+8
Search 11 1+2+8
Listen 15 1+6+8
Sense Motive 3 1+2
Perform (sing) 11 6+5
Knowledge Planes 1
Knowledge Religion 1
Knowledge History 7 5+2

Languages: Common, Draconic, Auran, Elven, Infernal, Abyssal, Terran, Dwarf, Celestial, Ignan, Gnome, Drow, Giant

Feats:
1 Profane Lifeleech – spend 1 rebuke to drain 1d6 hp for every living target within 30ft burst
3 Song of the Heart – +1 to inspirational songs
(Bonus Vampire)
- Alertness
- Combat reflexes
- Dodge
- Improved Initiative
- Lightning Reflexes

Spells Slots cleric/bard: 4/4+1/3+1 & 3/3

Bard Spells Known:
Inspirational Boost, Comp Language, Detect Door

Cleric spells:
1st ...
2nd ...

Stuff: (66k)
Greater Tentacle Rod of Collision* 52,000g (36k,+18k-2k) -MIC pg 62 *31
- Lesser Acid Assault Crystal 1,500g -MIC pg 64
+1 Full Plate 2,650g
+1 Tower Shield 1.180g
Bands of Blood Rage 2,600g -MIC pg202
Ring of Arming 5,000g
Clerics robes
Backpack 2g

1,070gp[/sblock]
 
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I'm liking the whole cult leader concept I'm playing around with, but wasn't going to spend any more time on it if the game wasn't going to get off the ground. With only 3 people, I didn't know if you were going forward with it.
There is a soultion to every problem. Thee players is one under the minimum need, so if we fail to recruit more players by December 8th, recruitment will close and I'll allow the current players to use the gestalt rules.

This isn't to say that I'm gona sit around and twiddle my thumbs while waiting for people to join the game. I want to start the game no later than Dec. 3rd. The retcon of character to gestalt won't happen until after recruitment closes, until then I'll take it easy on the encounters and make things a little more social based for the characters.
 

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