Party for Maure Castle!


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This guy was tough... ninja and favoured soul are a tough combo to work! I think he worked out okay though. He'll be a healing and undead-killing powerhouse. :)

Appearance: Bren is a little dynamo of action - he's always moving, and always involved with whatever's going on. He dresses in bright red clothing adorned with a few holy symbols of Olidammarra. Foes are frequently surprised to find that he is not an easy target to hit because of his invisible force shield and speed.


Bren, Halfling Ninja 2/Favoured Soul 10
Small N Humanoid (halfling)

Speed: 30 ft.
hp: 67 (2d6+10d8+12 HD)
AC: 24, 18 touch, 19 flat-footed
Saves: Fort +12, Refl +19, Will +13
+2 will with a ki reserve, +2 morale vs fear
Resist: 10 fire & cold

Attacks: BAB +8
Melee +16/+11 +1 keen rapier of collision
1d4+6 (15-20/x2, +4 to confirm, deals 1d6 Sudden Strike on critical)
Ranged +16/+11 +1 corrosive composite shortbow
1d4 plus 1d6 acid (x3, deals 1d6 Sudden Strike on critical)

spells: (+extra healing from augment healing)
5th: (3/day) break enchantment, flame strike, wall of stone
4th: (5/day) cure critical wounds (+8 hp), panacea (+8 hp), moon bolt, restoration (+8 hp)
[Edit - I gather it might be a good idea to swap out one 4th level spell for Death Ward.]
3rd: (6/day) dispel magic, fell the greatest foe, mass aid, mass align weapon, mass lesser vigor (+6 hp)
2nd: (6/day) close wounds (+4 hp), cure moderate wounds (+4 hp), deific vengeance, divine insight, status, shatter
1st: (6/day) foundation of stone, obscuring mist, omen of peril, protection from evil, remove fear, sign

Special Abilities: Ki Power (3/day, Ghost Step Invisible), Sudden Strike +1d6, Ninja AC Bonus, Trapfinding
abils: str 10, dex 20, con 12, int 10, wis 14, cha 15
feats: augment healing, power critical, razing strike, telling blow, weapon finesse, weapon focus (rapier)
skills: +12 balance, +2 climb, +13 concentration, +6 heal, +9 hide, +14 jump, +4 listen, +7 move silently, +15 spellcraft, +16 tumble

items:
32320 +1 keen rapier of collision
8375 +1 corrosive composite shortbow
16000 +4 bracers of armor
9000 +3 cloak of resistance
5500 boots of striding and springing
4000 +2 gloves of dexterity
8500 ring of force shield
3000 lesser rod of metamagic extend
1305 gp


Common tactics:
* He keeps his long duration spells active as much as possible: Divine Insight, Sign, Status, possibly even Remove Fear.
* Bren is a fairly cautious individual, and frequently casts Omen of Peril if he has the feeling that something perilous this way comes.
* Wall of Stone is often his leading spell in a combat. He can be very creative in its application.
* Mass Aid is usually the second spell he'll cast in a combat.
* Flame Strike is reserved for times when he's certain to catch 4 or more foes with low Reflex saves, no spell resistance, and no fire resistance. He'd usually rather cast other spells that help his allies more.
* Moon Bolt is his preferred attack spell.
* In physical combat, he'll cast Fell the Greatest Foe on himself and go to town with his rapier. He prefers not to use his Ghost Step ability, as Close Wounds requires him to have a swift action available.
* After combat, he'll typically use the lesser rod of extend with mass lessor vigor to heal everyone of 46 hit points over 5 minutes!
 
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Here's a Ranger

Matt,

Here's a ranger that has long been in my greyhawk campaign. All the way back with 2nd edition. She's a tiefling, beautiful because she's got succubus blood in her. Her skin is an alabaster white, eyes of light bluish-grey and two very small pearly horns poking up through her flowing platinum hair. She's distractingly curvatious but an implacable enemy of evil.

Synnoria CR 12
Female Tiefling Ranger 11
AL CG Medium Outsider(native)
Init +4; Senses Listen +16, Spot +16
Languages Common, Infernal, Elven

AC 24, touch 17, flat-footed 20
hp 91
Resist Cold, Electricity, Fire Resistance 5, Sonic Resistance 10
Fort +10, Ref +13, Will +9

Spd 30’
Melee +13/+8/+3 dmg 1d8+2 19-20/x2 +1ghost touch longsword
Ranged +16/+11/+6 dmg 1d8+2 +1d6 cold dmg. /x3 +1 icy burst mighty composite longbow +2d10 cold dmg on crit. +1 on all attacks if target is within 30’
Space 5ft; Reach 5ft
Base Atk +11; Grp +12
Atk Options rapid shot, manyshot, point-blank shot, precise shot
Special Atks Favored Enemy Outsider(evil) +4, Aberration +2, Giant +4
Combat Gear +3 mithril chain shirt of sonic resistance, +1 icy burst mighty composite longbow, +1 ghost touch longsword
Spells (CL 5, +12 melee touch, +15 ranged touch)
2nd level – cure light wounds
1st level – longstrider
Spell-like Abilities (CL 11) Darkness 1Xday

Abilities Str 12, Dex 18, Con 12(16), Int 12, Wis 14, Cha 10
SQ Darkvision 60’, Wild Empathy, Animal Companion, Woodland Stride, Swift Tracker, Evasion
Feats point blank shot, precise shot, iron will, diehard, track, endurance, rapid shot, manyshot, improved precise shot.
Skills Hide +20, Move Silently +18, Listen +16, Search +15, Spot +16, Survival +16, Heal +11, Knowledge(nature) +6
Possesions +3 mithril chain shirt of sonic resistance (10), +3 ring of protection, +1 icy burst mighty composite longbow, +1 ghost touch longsword, +4 amulet of health, +2 cloak of resistance, +4 potion of barkskin (2), potion of haste(2), potion of water breathing
 
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Nightfall said:
I would have gone a little more ninja but that's cool nonetheless. :) Good job Blarg.

I wanted to give him more ninja, but the group was *really* hurting for a decent healer, and 10 is an awesome breakpoint for divine casters. I also couldn't find any prestige classes that came close to marrying the base classes productively in the books that I've got!
 

Blarg,

Good enough. Even though if you stuck with regular paladin/Divine champ of Bahamut, you might have had a decent healer, this is still a good way to go.
 



Appearance:
Arliss is a lean, wary man who constantly scans his surroundings and misses little. Most of his equipment, especially his Haversack, which is mostly extradimentional space, is tailored to him specificly, to hug his body and present less of a profile. His face is crossed with tiny, nearly imperceptable scars, minute records of his time with the Shadow Guild that raised and trained him.

Roleplaying/Mechanical Notes:
- Arliss is designed totally geared as a scout and a looter: his physcial combat skills are nigh-nil, and his forte is reliably detecting threats and disarming traps. His Skill Mastery in Hide and Move Silently gives him an automatic result of 36, difficult for anything besides a high HD monster to hit, and his invibility helps overcome his poor combat skills and relative vulnerability.
- Much of his wealth is directed to loot and holding it, and Arliss' prized posession is not the Portable Hole (although it takes close second), but his Rod of Servants, which allows him to clean out rooms filled with anything worth having in record time. Groups may want to give him a bit more share of the treasure contributing so much to the 'party pool' in terms of storage in order to gear him up properly for this lethal dungeon.
- I wanted to give Arliss more Int for skills, so at least he could UMD, have Slight of Hand, and other skills useful for the common rogue. Alas, 28-point buy is a harsh mistress. Layout is based on Dusk's character sheet: can anyone check if I'm missing anything? Blargney in particular.
- I also have no access to the PHBII as of yet, something which I would love to change. I don't have the faintest clue what Keen-Eared Scout does, but it does sound like something very useful to have, as forewarning is an excellent survival tool around here.
- Arliss' alignment is based more on his strict adherement to his word and deals than any real respect for the law. Can possibly be TN... I leave the final decision in the hands of the player.

- Last thing: mattcolville, I hope you let Stonecunning detect those Symbol traps before Arliss goes into their AoE, because the damn Death things are all over Castle Maure.

Arliss
Human Rogue5/Theif-Acobat4/DungeonDelver3
Medium LN Humanoid

Init: +8; Senses: Spot +18, Listen +18; Darvision 60'; Stonecunning; redo failed Spot/Listen as a free action
Pinpoint all creatures in 30' with a DC 25 Listen check, opposed with a Move Silently w/ +15 if hidden or invisible; Keen-Eared Scout
Languages: Common, Elven, Gnome
-----------------------
AC 18, Touch 16, Flat Footed 12; AC 23 Fighting Defensively, AC 27 Full Defence
hp 66 (12d6+24)
Fort +6 Ref +17 Will +4
-----------------------
Speed 30' (6 squares)
Melee
Mwrk Cold Iron Rapier +9/+4 (1d6/18-20/x2) or
Dagger +8/+4 (1d4/19-20/x2)
Ranged
Dagger +14 (1d4/19-20/x2/10') or
Shortbow +14/+9 (1d6/x3/60')
BAB: +8, Grp: +8
Atk Options: Sneak Attack +3d6
------------------------
Abilities: STR 10 DEX 22 CON 14 WIS 12 INT 14 CHA 10
SQ: Trapfinding, Sneak Attack +3d6, Trap Sense +2, Uncanny Dodge, Fast Acrobatics
Kip Up, Steady Stance, Agile Fighting +2/+3, Slow Fall 30'
Acrobatic Charge, Defensive Roll 1/day, Darkvision 60', Deep Survival +3, Stonecunning
Spell-like Abilities (CL3): Reduce 3/day, Augury 1/day (free action)
Skills: Balance +26, Climb +08, Craft (Stonemasonary) +07, Disable Device +21
Hide +26, Jump +12, Knowledge (Dungeoneering) +09, Knowledge (Nature) +03
Listen +18, Move Silently +26, Open Lock +21, Search +21 (+23 [unusual] stonework)
Spot +18, Survival +03 [+06 underground], Tumble +16
Skill Mastery: Balance, Climb, Jump, Tumble, Search, Disable Device, Open Lock, Hide, Move Silently
Feats: Alertness, Blind-Fight, Quick Reconnoiter (CV 112)
Hear the Unseen (CV 110), Tactile Trapsmith (CV112), Keen-Eared Scout (PHBII)
------------------------
Possessions:
20,000 Ring of Invisibility
20,000 Portable Hole
16,000 +4 Gloves of Dexterity
15,000 Bag of Holding Type II x3
2,000 Handy Haversack
2,500 Boots of Elvenkind
2,500 Cloak of Elvenkind
6,000 Rod of Servants (casts Servant Horde 1/day, 2d6 + 5 Unseen Servants, 5 hours, CL5)
Mundane equipment:
750 Leafweave Leather (+2AC, +7 Max Dex bonus, no ACP) [RoW 168]
340 Masterwork Cold Iron Rapier
30 Shortbow
30 Arrows x60
30 Daggers x15
100 Masterwork Thieves' Tools
40 Camoflage Kit (+2 Circumstance, 10 uses, 1 minute) [CV 122]
150 Blend Cream x3 (+1 alchemical, 1 hour) [CV118]
150 Softfoot x3 (+1 alchemical, 1 hour) [CV119]
250 Flash Pellet x5 (ranged attack 5' increment, 5' burst, DC 15 Fort or blinded 1 round, dazzled 1 round after) [CV 118]
Misc. + 160gp
------------------------
Common Tactics:
- Scouts ahead invisibily and reduced, his very wide range of senses detecting threats and Stonecunning giving him free chances at trap/secret detection
- Uses Flash Pellets to provide distractions if spotted, hopefully giving him a chance to hide (using the Hide/Bluff rules, replacing Bluff with Flash Pellets)
- Tries to mooch GMW for his Rapier and/or Shortbow; This usually gives them +3 and some semblance of a hope of hitting
- Perfers to snipe and harass from cover, readying to disrupt casters and reapplying invisibility as neccessary
- If sniping is not possible, he pairs up with a superior meleer and sneak attacks if he can hit, or provides flanking bonuses if he can't
- Inside melee, he always fights defensively, bumping up his AC to a respectable 23, if cornered or heavily wounded, he goes full defence for AC 27 and tumbles away at the first opportunity
- He stays far, far, FAR away from 'Bonecusher' and the revaling light of the Praesidium Luminata

Reduced stats:
Init +9
AC20, Touch 18, Flat 13; AC Fighting Defensively 25, Full Defence 29
Ref +18
----------------------
Speed 30' (6 squares)
Melee
Mwrk Cold Iron Rapier +9/+4 (1d4-1/18-20/x2) or
Dagger +8/+4 (1d3-1/19-20/x2)
Ranged
Dagger +16 (1d4-1/19-20/x2/10') or
Shortbow +16/+11 (1d6-1/x3/60')
BAB: +8, Grp: +3
---------------------
Skills: Hide +30

Gharis is... still undergoing renovations. He might be up tonight, if I get lucky. Keep your fingers crossed.

EDIT: Yeah, I was reading the small column for weapon sizes for Shortbows. It's fixed now. :p Also added Arliss' reduced stats, which makes him even harder to see. :] And hey, what can I say? Few people with a Ring of Invisibility like to have their 20,000 gp investment disappear, even momentarily. ;) You can retire on such income! By the by, 30' speed for reduced stats is not a typo.... :] Quick fix for Survival for dungeoneering ranks.
 
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