Erekose's Savage Tide Adventure Path [Players Selected]

Erekose13 said:
Might've been in the backdrop article in Dungeon too maybe. I'll have to check it out when I have a chance later.

I am dead in the water then if it is current Dungeons, as I had to let my subscription expire when I admitted I would not be doing much FtF gaming in the future. Anything with AoW and Shackled City I am golden for though..:)

Also there is no rush, as I am happy with the backstory, but there is always room to tweak later on.
 

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Its honestly not much and all meshed with what you've got when I checked last night.

Moonstone Spider, I'll have a better look in a bit. Once you flesh out the character a bit more I'll make a few suggestions regarding a background feat.
 


Hmm...I don't think I can manage a meleer that won't be vestigial with a Bo9S class around (unless I used Bo9S, but that's in Maryland), so I'll probably go with the Warlock. Ah well--if anyone else wants to check them out, you can get some *really* good stuff with massing Abyssal Heritor feats (DR 2 / Lawful and +2 Natural Armour with the first two feats, and eventually after 13 feats you get DR 13 / Lawful, +7 Natural Armour, +1 Insight Bonus to Attack, AC, Initiative, and all Saves, and a bunch of other minor things like skill bonuses and Darkvision).

I'm probably going to build something on the lines of

Str 7
Dex 16
Con 12
Int 16
Wis 8
Cha 16

which is *really* pushing it on Con, I know.

When I have more time, I'll flesh it out, but I should ask first:

I've heard ST has the most roleplaying potential of the APs, and I know Shackled City had a ton of RP potential, so I assume ST has even more (unless my sources were wrong). Does that mean I'll be able to get away with a Warlock who specialises in the skill bonus invocations and neglects major beefage in combat and still be an aid to the party?

I'm thinking of going Beguiling Influence / Swimming the Styx (Yay water breathing and swim speed in the watery Adventure Path!) / those other skill Leasts, but I can definitely take combatish things like Eldritch Spear, Frightful Blast, and the battlefield control invocations if necessary.
 

There is definitely a fair amount of rp especially in a few of the later adventures, but don't get me wrong there is a lot of combat too, and tough stuff. That is why I'm going with such powerful options (mass numbers of feats). But yes I think the character that you suggest would be a cool fit for the game. Just don't leave yourself out of combat totally.
 

Erekose13 said:
There is definitely a fair amount of rp especially in a few of the later adventures, but don't get me wrong there is a lot of combat too, and tough stuff. That is why I'm going with such powerful options (mass numbers of feats). But yes I think the character that you suggest would be a cool fit for the game. Just don't leave yourself out of combat totally.
It would probably fight similarly to a slightly less-sucky version of Rayni (grrr Abberant Dragonmark plot device feat burns for an elf!), so continual short range attacks that hit fairly often for minor damage. That said, Rayni almost got herself killed against that minor Raver encounter, so that might not be good enough! And I think this Warlock has lower Con than Rayni as well, so he'll have to hope that the enemies are smart enough to attack the strong guys instead of the gnat that buzzes in their side :lol:

On the other hand, once I tool him out with minor dips into a few skills backed by invocations and that lovely Noble District Academy feat that lets me add new class skills, he's going to be exceptional at skills for a short time (and he might not drown with 7 Str if he gets Swimming the Styx).
 

You know what erekose? I think I'll drop out and let other players play. I want to, but I'm in enough games already and you seem to have mroe than enough interest.
PS: Wish the Tales of Arnesia game hadn't died, you guys were in for a real treat!
 

[sblock=Dragonfire Adept]Name;
Human Dragonfire Adept 1;
Medium Humanoid (Dragonblood, Human);
Alignment: NG
Init +1; Senses Listen +4, Spot +4; Darkvision 60', Low-light Vision
Languages: Common, Draconic, Aquan
----------------------------
AC 11, flatfooted 10, touch 11;
HP 12 (HD 1d8+4)
Fort +5, Ref +1, Will +2; +4 vs sleep and paralysis, +3 vs fire
----------------------------
Spd 30ft', swim 30ft.;
Melee: Quarterstaff +0 (1d6/20/x2);
Ranged: light crossbow +1 (1d8/19-20/x2) Range 80', 10 bolts;
Special Actions: Breath Weapon 1/round (15' cone or 30' line, 1d6 fire, Ref DC 13 half)
Base Atk +0, Grapple +0;
----------------------------
Draconic Invocations: CL 1
Least - Aquatic Adaptation
----------------------------
Abilities: Str 11, Dex 13, Con 17, Int 15, Wis 11, Cha 17.
XP: 0
Feats: Draconic Heritage (gold) (background), Draconic Knowledge, Draconic Senses (b), Dragonblooded (b)
Skills: 28 skill points, bonuses to Knowledges, Listen, Spot, Search, Swim
Possessions: item (xgp, xlbs)
Money: xgp, xsp, xcp.
Encumbrance: xlbs; Load: Light/Medium/Heavy (xlbs)
----------------------------

Description:
Personality:
History: [/sblock]

[sblock=Warblade]Name;
Elf Warblade 1;
Medium Humanoid (Dragonblood, Elf);
Alignment: NG
Init +4; Senses Listen +2, Spot +2; Detect Secret Doors, Low-light Vision, Scent
Languages: Common, Elven, 3 others
----------------------------
AC 16, flatfooted 12, touch 14;
HP 13 (HD 1d12+1)
Immune Sleep
Fort +3, Ref +5 (+4 flat-footed), Will +0; +2 vs Enchantment
----------------------------
Spd 30ft';
Melee: Kukri +2 (1d4+1/18-20/x2);
Melee Kukri +0 (1d4+1/18-20/x2) and
Kukri +0 (1d4/18-20/x2)
Ranged: longbow +3 (1d8/x2) Range 100', 20 arrows;
Atk Options:
Base Atk +1, Grapple +2;
----------------------------
Maneuvers: Initiator Level 1, 3 Known, 3 Prepared, 1 Stance
Stances - Hunter's Stance
Strikes - Steel Wind*, Wolf Fang Strike*
Boosts - Sudden Leap*
Counters - None
----------------------------
Abilities: Str 13, Dex 19, Con 13, Int 17, Wis 11, Cha 11.
XP: 0
Feats: Arena Blood (background), Two-Weapon Fighting
Skills: Balance +8 Climb +5 Intimidate +6 Jump +5 Knowledge (local) +7 Listen +2 Search +5 Spot +2 Swim +5 Tumble +8
Possessions: item (xgp, xlbs) Leather armor
Money: xgp, xsp, xcp.
Encumbrance: xlbs; Load: Light/Medium/Heavy (xlbs)
----------------------------

Description:
Personality:
History: [/sblock]
I've got the barebones down for a dragonfire adept, and I'll also stat up a dragon shaman and a warblade to see which I find the most likeable before working on personality and history. Not to mention that I might work on a duskblade and some others too, depending on how much steam I'll have left.
 
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alright here is my stat rolls

[6,5,4] = (15)
[2,2,4] = (8)
[6,4,4] = (14)
[5,2,2] = (9)
[4,3,2] = (9)
[6,6,3] = (15)
[5,3,2] = (10)

That leaves me with a 26 point buy...yeah...I will keep it unless you are implamenting the min 33 point. If then the 15's would become 16's and the 9's 10's. Either way I think I will be playing a Hadozee Monk. Yes I understand that he would be a rarity. I will stat him out tomorrow.
 

Alrighty, here's Alixtus except for feats (still thinking on those). He'll be the son of Zebula Meravanchi, unless that's an issue (that's the minor noble with family interests that tun to decadent entertainment mentioned in the Player's Guide).

More backstory and feats soon.

[SBLOCK=Alixtus]Alixtus Meravanchi
Male Human Warlock 1 [Complete Arcane / Complete Mage]
Medium Humanoid
Alignment: Chaotic Neutral
Height: 5' 7''
Weight: 146lbs
Hair: Vibrant Red
Eyes: Bright Blue
Age: 21

Str: 7 (-2) [-1 points]
Dex: 16 (+3) [10 points]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 8 (-1) [0 points]
Cha: 16 (+3) [10 points]

Hit Dice: 1d6+1
HP: 7
DR: 1 / cold iron
AC: 17 (13 touch, 14 flat-footed)
ACP: 0
Init: +3 (+3 Dex)
Speed: 30ft Land

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +3 [+0 base, +3 Dex]
Will +1 / +4 [+2 base, -1 Wis, +3 vs Enchantment effects]

BAB: +0
Melee Atk: -2 (1d6-2 x2 B&P, morningstar),
Ranged Atk: +3 (1d6 x2 Untyped Magic, Eldritch Blast)

Skills:
Appraise +3 [0 ranks, +3 Int]
Balance +3 [0 ranks, +3 Dex]
Bluff +13 [4 ranks, +3 Cha, +6 Beguiling Influence]
Climb -2 [0 ranks, -2 Str]
Concentration +2 [1 rank, +1 Con]
Craft +3 [0 ranks, +3 Int]
Diplomacy +13 [4 ranks, +3 Cha, +6 Beguiling Influence]
Disguise +3 [0 ranks, +3 Cha]
Escape Artist +3 [0 ranks, +3 Dex]
Forgery +3 [0 ranks, +3 Int]
Gather Information +3 [0 ranks, +3 Cha]
Heal -1 [0 ranks, -1 Wis]
Hide +3 [0 ranks, +3 Dex]
Intimidate +9 [0 ranks, +3 Cha, +6 Beguiling Influence]
Jump -2 (+3) [0 ranks, -2 Str]
Knowledge (arcana) +4 [1 rank, +3 Int]
Knowledge (history) +5 [0 ranks, +3 Int, +2 and untrained use Academy Graduate]
Knowledge (nobility and royalty) +9 [4 ranks, +3 Int, +2 Academy Graduate]
Knowledge (the planes) +4 [1 rank, +3 Int]
Listen -1 [0 ranks, -1 Wis]
Move Silently +3 [0 ranks, +3 Dex]
Perform +3 [0 ranks, +3 Cha]
Ride +3 [0 ranks, +3 Dex]
Search +3 [0 ranks, +3 Int]
Sense Motive +3 [4 ranks, -1 Wis]
Spellcraft +4 [1 ranks, +3 Int]
Spot -1 [0 ranks, -1 Wis]
Survival -1 [0 ranks, -1 Wis]
Swim -2 [0 ranks, -2 Str]
Use Magic Device +7 [4 ranks, +3 Cha]
Use Rope +3 [0 ranks, +3 Dex]

Feats:
Academy Graduate
Fey Heritage
Fey Skin

Languages: Common, Abyssal, Aquan, Sylvan

Eldritch Blast: 1d6

Invocations
Beguiling Influence

Equipment

Chain Shirt
Morningstar
Traveler's Outfit
Courtier's Outfit + Jewelry[/SBLOCK]
 
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