The Hunt for Damien Nightstrider(High to Epic level Pathfinder)

Started by Mystic Dragon, February 05, 2011, 08:29:51 PM

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Callie Del Noire

Hmm.. waffling now between a NE mage or a LE Hobgoblin Fighter.. (A contract is a contract is a contract) :D

Myrleena

Okies, posting some additional information that should help with character creation.

Religion

First and foremost, we will be using the Pathfinder Campaign Setting deities.  The deities are fairly universal, however, you may be able to convince Mystic or me to allow you to follow a 'little known' deity, like one from Forgotten Realms or such.

Recent Events

For the last decade, the Proteans have been attempting to assault Axis, the plane of Law.  The resulting storms of colliding chaos and law have destabilized planar travel.  While summoning spells work normally, teleportation beyond about 100 miles is dangerous, and interplanar travel has a good chance of getting one killed.  As such, finding a way to cross the planes to chase Damien is likely to be the first order of business.  In other words, interplanar travel has less than a 10% chance of taking you to your destination, and approximately a 50% of 'scrambling' as your body isn't put together properly on the other side.  As teleportation utilizes bouncing through the Astral Plane, traveling more than 100 miles has the danger of the same risks as interplanar travel.  Needless to say, land, sea, and air travel have been experiencing a boom of late.

Icifleur is a remote port city on a tributary that flows into the Eastern Ocean, but it is profitable, as a major trading port between the lands across the sea, the elven nations to the north and the Empire to the south.  But rumors of danger come from the North of Icifleur.  The elven nations of the vast Dawnwood are under assault.  They and the dwarven clans of the Silverpeaks, which shield the heartlands from the Northern Wastes, are under assault by an army of hobgoblins and giants.  Rumors speak of dragons commanding the opposing armies, but as of yet they have been unable to bypass the defending armies.  For the last year the three sides have been locked in a stalemate, but the slow winnowing of the ranks of the dwarves and elves is worrying, as they cannot replace their numbers as easily as the goblinoids can.  Such is a remote danger to Icifleur, but one that is at least a few years distant.

To the south and west is the decadent Empire of Kaliphas, an empire in decline.  While it was once a major power, the Empire is slowly collapsing in spite of its many legions and armies.  Many cities, including Icifleur, have effectively seceded from the Empire over the last century, and the Empire has been unable to stop it.  The current emperor is a spineless idiot controlled by the corrupt Council of Advisors, each of whom attempts to gain more power, even as they don't realize how little control they truly have.  The only true power remaining in the Empire is in the hands of several military governors, a fractious lot who could easily split the Empire into competing nation/states.

Myrleena


Callie Del Noire

Still working on her, but didn't get any feed back from Mystic so I figured I'd post what I have thus far.

Backstory that I've been thinking so far is she's either the guild's enchanter and/or works for commission.

MORAI IARTY   CR 15
Female Tiefling Wizard 16
NE Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +18
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 82 (16d6+16)
Fort +6, Ref +8, Will +12
Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +8/+3 (1d3/20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 16, 8 melee touch, 11 ranged touch):
8 (2/day) Fireball, Bounce, Linger, Wide (DC 25)
7 (4/day) Magic Missile, Quick, Thndr
6 (4/day) Forceful Hand
5 (5/day) Fireball, Thndr (DC 22)
4 (5/day) Ball Lightning (DC 21)
3 (6/day) Magic Missile, Thndr
2 (6/day) Scorching Ray
1 (6/day) Hydraulic Push
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STATISTICS
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Str 10, Dex 16, Con 12, Int 24, Wis 14, Cha 11
Base Atk +8; CMB +8; CMD 21
Feats Bouncing Spell, Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Lingering Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Thundering Spell, Widen Spell, Wizard Weapon Proficiencies
Traits Augmented Disguise, Focused Mind
Skills Bluff +2, Craft: Armor +24, Craft: Sculpture +24, Craft: Weapons +24, Disguise +8, Fly +14, Heal +6, Knowledge: Arcana +24, Knowledge: Dungeoneering +24, Knowledge: Engineering +22, Knowledge: Local +18, Knowledge: The Planes +18, Perception +18, Sense Motive +12, Spellcraft +26, Stealth +5
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Orc
SQ Bonded Object: Staff (1/day) (Sp), Elemental Wall (16 rounds/day) (Sp), Evocation, Force Missile (10/day) (Sp), Illusion, Intense Spells +8 (Su), Necromancy
Other Gear Staff
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SPECIAL ABILITIES
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Bonded Object: Staff (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Wall (16 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Focused Mind +2 to Concentration checks
Force Missile (10/day) (Sp) Magic Missile hits for 1d4+8
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +8 (Su) + 1/2 wizard level to spell damage (minimum +1).
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly  providing concealment.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Thundering Spell You can cast a spell that deafens those injured by it (duration = spell's level in rounds, Fort negates).
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.

Myrleena

Gah, forgot to mention.  I technically have a second character who is part of the guild leadership of sorts.  Her name is Xulauniir, an elven sorceress who is very, very old.  For an elf, anyway.  She's something of an enchanter herself, and focuses on summoning to a great degree.

Now, on to a comment for Callie...

CR is completely wrong, if it even applied to PCs (it doesn't).  The NPCs who have a CR equal to Level -1 do so because they have levels of a heroic class, heroic attributes, and have less equipment than a PC.  With our attributes, if a CR were to be applied to our characters it would likely be +1.  Or +3, with the million gold.  Just a bit of info there.  Otherwise, everything looks fine to me thus far.

Callie Del Noire

Quote from: Myrleena on February 07, 2011, 09:12:07 PM
Gah, forgot to mention.  I technically have a second character who is part of the guild leadership of sorts.  Her name is Xulauniir, an elven sorceress who is very, very old.  For an elf, anyway.  She's something of an enchanter herself, and focuses on summoning to a great degree.

Now, on to a comment for Callie...

CR is completely wrong, if it even applied to PCs (it doesn't).  The NPCs who have a CR equal to Level -1 do so because they have levels of a heroic class, heroic attributes, and have less equipment than a PC.  With our attributes, if a CR were to be applied to our characters it would likely be +1.  Or +3, with the million gold.  Just a bit of info there.  Otherwise, everything looks fine to me thus far.

Herolab does that automatically. (haven't figured out what sets it up to do it yet)  and I was thinking she was  the person who makes custom cursed items and/or constructs.. and I could see her as someone who is 'commissioned' as well. :D

Keelan

...wait, Callie's gal is a Wizard, right?  She should have a HELL of a lot more spells... she gets 2 spells each level after 1st, and 2 at first... not to mention the 4+Int 0 level spells she starts with...

Callie Del Noire

#32
Quote from: Keelan on February 07, 2011, 09:16:32 PM
...wait, Callie's gal is a Wizard, right?  She should have a HELL of a lot more spells... she gets 2 spells each level after 1st, and 2 at first... not to mention the 4+Int 0 level spells she starts with...

Another 'bug' is that the spellbook isn't show on the character sheet.  And I haven't posted the version with all the spells picked out yet anyway.. still looking through my mix.

Spent a goodly amount of coin buying spells too.

Keelan

Quote from: Callie Del Noire on February 07, 2011, 09:18:23 PM
Another 'bug' is that the spellbook isn't show on the character sheet.  And I haven't posted the version with all the spells picked out yet anyway.. still looking through my mix.

Spent a goodly amount of coin buying spells too.
Ah, okay.  Just making sure you weren't accidentally shorting yourself on spells ^_^

Myrleena

Oh, I figured that it was only showing the spells prepared.  'tis why I write out all my character sheets in Notepad, in BBCode so I can just copy/paste them in the forums and have them look right.

Callie Del Noire

Actually at this point only her SPECIALIST bonus spells are listed.  :D

Myrleena

Ah, wasn't looking at it that closely.  I glanced over it, and the numbers looked right.  And none of the feats looked like they were from 3p content, so...

Also, as a correction, a Wizard starts with 3+Int Mod 1st level spells and all Core 0 level spells in their spellbook, as well as 2 additional spells at each level up.

Callie Del Noire

Quote from: Myrleena on February 07, 2011, 09:24:09 PM
Ah, wasn't looking at it that closely.  I glanced over it, and the numbers looked right.  And none of the feats looked like they were from 3p content, so...

Also, as a correction, a Wizard starts with 3+Int Mod 1st level spells and all Core 0 level spells in their spellbook, as well as 2 additional spells at each level up.

How do you want to do the additional spells (I always wound up collecting spells as I leveled up)

Myrleena


Callie Del Noire

When you level up you always wind up with loot like scrolls and spell books that the enemy no longer needed.. to do it for a charcter @ higher levels starting out you either buy up spells or simply work with the GM to get them. I'm not sure how to do it but I suspect a BIG chunk of my 1 million signing bonus will be going into her spell book.

Myrleena

Use page 219 of the Core Rulebook for gaining any spells beyond those you gain for free as you level.  Essentially, you pay half of the cost to scribe it into the book as a fee for the privilege of copying it, then the cost to copy it into your book.

Callie Del Noire

Quote from: Myrleena on February 07, 2011, 09:41:58 PM
Use page 219 of the Core Rulebook for gaining any spells beyond those you gain for free as you level.  Essentially, you pay half of the cost to scribe it into the book as a fee for the privilege of copying it, then the cost to copy it into your book.

Why thank you. you've made it greatly cheaper. You didn't comment on her role as construct buider as a reason for working for the guild?

Myrleena

Not my problem, actually.  I'm the co-GM mostly for helping with the mechanics and harassing information out of Mystic and then posting it up so people have stuff to work with. >.>

Callie Del Noire


Myrleena

Yes, yes there are.  I've had the PDF of the Bestiary 2 since it came out, and got the hardcopy of it on Saturday as a late Christmas present from one of my players.  They encountered a magma dragon the same session.  But don't be surprised if we deny you some of the more unique ones.  Remember, you can't use ANY of the 1 million on crafting, unless Mystic gives the okay.  I can't imagine more than a week or two have passed since the job offer went out.

Callie Del Noire

Well I figure most of her work belongs to the guild. Haven't considered what she'd make for herself.

Myrleena

*shrugs* I don't know what would be made for the guild either, but remember...Thieves Guild, not Army!

Callie Del Noire

True but a few cursed items and the iron cobras would be in fitting. And acting as a freelancer she might do constructs for others.

Myrleena

*nods* I just wanted to point it out before people got too enthusiastic.  Few people know that the guild exists, remember.  Also, since it hasn't been stated yet: Icifleur has been something of a boom town of late.  In fact, it's a major trading point for magic items (which is why you can buy whatever you want) but it doesn't have the resources to sustain itself alone.  It relies on trade, and is rather top-heavy.  Don't be surprised if the economy suddenly implodes at some point, due to being too top-heavy.

Callie Del Noire

Understood. I figure most of her 'commissions' come in from her ability to make constructs and other things and the guild refers 'special' clients for cursed items.  Hey, it's money. : -D