Expedition to Castle Ravenloft (Recruiting a Trapfinder)

So it looks like our first team will have a Fighter, Ranger, Wizard, and Archivist...

Hoo boy. At least I can heal a bit, but traps are gonna kill us good.

To our beloved DM @airwalkrr :

After reading the Archivists Handbook over at brilliantgameologists, it appears that my spellcasting ability will depend directly on what sources I have available from which to draw spells... essentially, I'm a divine caster that learns/casts spells like a wizard.

So, cut and pasted from that site, I have this question:

Q: What material will be allowed in this campaign?
An archivist, more than almost any other class, has a power level that is directly proportional to how many options are allowed in the campaign. The more divine spells there are, the wider your spell list is. Here are a list of thing that if allowed, will affect your power:

• Adepts – This NPC class gives access to some divine spells earlier than most PC classes.
• Any sort of cheap trick to get any Sorcerer/Wizard spell as a divine spell – I’m not talking about domains that grant wizard spells as divine spells, but class features that allow virtually any Sorcerer/Wizard spell as a divine spell. Some examples of this include Divine Magician variant, Hexer PrC, and Favored Souls of Bahamut/Tiamat.
• Divine Bard – This variant found in Unearthed Arcana or the online SRD allows you to add any bard spell to the spell list.
• Warlock or Pre-errata Artificers – Level 12 Warlocks or Pre-errata Artificers can create any divine spell in the game. A PC like that in your party can be a valuable asset to your Archivist.
• Any non-core divine casting class – Shugenja, Favoured Soul, Healer, and Spirit Shaman for example.
• Divine Prestige Classes that add more spells to the class’s spell list.
• Any Domains – According to Sage Advice, divine spells from domains are fine. (see below)

Also, for my back-up concept, I'm thinking Warlock with a heavy bent to Rogue-like abilities.
 

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Spellcasters with spellbooks like the wizard or archivist will be somewhat limited on the spells they can learn and be limited in many ways to what scrolls they find. But part of the limited magic is what gives Ravenloft its feel so I want to preserve that to an extent.

• Adept, this is an NPC class, but any adept spells would be available for you to learn as an archivist.
• Divine Magician variant only applies to clerics in the first place, but it wouldn't be available to clerics in this campaign anyway.
• The Hexer prestige class is not allowed.
• I'm not familiar with the way a favored soul of Bahamut/Tiamat can get access sorcerer/wizard spells, but if it is a "cheap trick" as you say, I probably won't allow it. This is a horror game, not a character optimization game.
• The Divine Bard is not allowed.
• The warlock, favored soul, healer, and spirit shaman are all allowed. See the OP with a list of allowed classes and prestige classes.
• Divine spells from domains in the PH and HoH are fine.

Archivists and wizards will be allowed to research spells to learn spells they cannot find on scrolls or purchase.
 


In addition to the spells you get automatically as an archivist, you can add additional spells to your prayerbook from the PH and HoH by spending the cost of a scroll of the spell plus the cost to inscribe the spell. I will approve of such expenditures in advance so long as they are no more than 3,000 gp. The same goes for wizards, [MENTION=6670510]wolfattack[/MENTION].
 

As for not having a character with trapfinding, there are always other ways to get around traps. Of course, there aren't always easy ways to find them. The ranger has Search as a class skill, so if the ranger picks up one level of a class with trapfinding, that skill could easily be kept at max so at least you know where the traps are, then you can figure out ways to get around them. Another method to handle this is for the archivist to learn Imbue With Spell Ability and Find Traps as soon as he reaches 7th level and imbue the ranger with the Find Traps spell every day. These are just some ideas to think about.
 


Floch

Chaotic Good Caliban Male Barbarian 1 / Fighter 5

Strength 16 (+3)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 7 (-2)
Wisdom 10 (+0)
Charisma 6 (-2)

HP: 59 (12+5d10[5,4,4,9,10]+15)
Speed: 30 feet [barbarian]
Armor Class: 22 = 10 +1 [dexterity] +9 [Armor] +2 [Buckler]
Touch AC: 11
Flat-footed: 21

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +12 = 6 [base] +3 [constitution] +2 [great fortitude] +1 [Cloak]
Reflex save: +3 = 1 [base] +1 [dexterity] +1 [Cloak]
Will save: +2 = 1 [base] +1 [Cloak]
Fear check: +1 = +1 [will save]
Horror check: -1 = +1 [will save] -2 [innocent]
Madness check: +1 = +1 [will save]
Attack (handheld): +9/+4 = 6 [base] +3 [strength]
Attack (GreatSword): +10/+5
Attack (missile): +7/+2 = 6 [base] +1 [dexterity]
Grapple check: +9/+4 = 6 [base] +3 [strength]

[sblock=Feats]
Mobility - +4 dodge bonus to AC against attacks of opportunity.
Great Fortitude
Power Attack
Cleave
Great Cleave
Weapon Focus (Great Sword)
[/sblock]
[sblock=Class and Race traits]
Caliban
• +2 strength / -2 intelligence / -2 charisma (already included)
• Darkvision (see 60 feet in pitch-dark)

Barbarian
• Fast Movement (already included)
• Illiteracy (2 skill points to learn to read)
• Rage 1/day - +4 to Str. +4 Con, +2 on Will, –2 to AC
[/sblock]
[sblock=Skills]
Skill Name (Key Ability) Skill Modifier = Ability Modifier + Ranks + Misc. Modifier
Climb Str* 6 = +3 +3
Hide Dex* 1 = +1
Jump Str* 9 = +3 +2 +4 [speed 40]
Listen Wis 1 = +0 +1
Move Silently Dex* 1 = +1
Search Int -2 = -2
Spot Wis 0 = +0
Survival Wis 3 = +0 +3
Swim Str 7 = +3 +4
[/sblock]
[sblock=Equipment]
Greatsword +1 (2350gp)
Full plate +1 (2650gp)
Buckler +1 (1315)
Cloak of resistance +1 (1000gp)
Potions:
3 CLW
1 hide from undead
1 Remove fear.
2 enlarge person
2 bulls Str.
3 CMW
1 Heroism
2 Shield of Faith

Wealth: 35 gold coins
[/sblock]

Floch was raised as a barbarian mutant with a group of nomads. When they reached Barovia some few years back he was abandoned and a blacksmith took him under his custody as a servant.
 
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Looks like things are coming along nicely. Here is where we are at on character development:

[MENTION=6670510]wolfattack[/MENTION]: playing Barty Vilynu, N male human wizard 6; character complete except for equipment
[MENTION=24609]Strahd_Von_Zarovich[/MENTION]: playing Floch, [AL] male caliban barbarian 1/fighter 5; ability scores rolled
[MENTION=2469]rangerjohn[/MENTION]: playing a Van Helsing-esque character; no details yet
[MENTION=36150]Herobizkit[/MENTION]: playing an archivist; ability scores rolled
[MENTION=24234]kinem[/MENTION]: playing a sorcerer; no details yet
 

To be honest, as an alternate I probably won't get to play in any reasonable time frame. That being the case, I see no point in building a character. If that means I'll lose the slot as an alternate then so be it.

AW, if you were to expand the party so I would actually play, it'd be a different story.
 

I will take a 5th, as I imagine at some point at least one player will have to drop for one reason or another. So you've got a spot, [MENTION=24234]kinem[/MENTION].
 

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