Character Roll Call, Mid-Campaign Edition

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NukeHavoc
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Character Roll Call, Mid-Campaign Edition

Post by NukeHavoc »

Everyone,

We're nearing the middle of the campaign, and I could use an update on where everyone is, treasure, weapon and armor-wise. I'd appreciate it if you could post your statblocks so I have a sense of who is where.

Thanks,

Ken
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Jonkga
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Re: Character Roll Call, Mid-Campaign Edition

Post by Jonkga »

I've been keeping my stat block up to date in the previous roll call thread. Jheru's current level 8 stats are there.
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NukeHavoc
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Re: Character Roll Call, Mid-Campaign Edition

Post by NukeHavoc »

Thanks Jon. You're right -- it makes sense to keep track of this in the original thread:
viewtopic.php?f=38&t=4049

Thanks!
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Hardcorhobbs
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Re: Character Roll Call, Mid-Campaign Edition

Post by Hardcorhobbs »

If you guys haven't had Manturin around for the rest of the campaign, lets go ahead and say after the party saved him he went back to sailing the seas.

Besides, If I came to play I'd need something simpler than a level 7-8 cleric to play. That's way too many levels of spells to learn. ;) (And I would like to stop by a little more often. Almost came out this week, but Jana ended up getting last minute work Saturday so Sunday was our only day off together.)
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erilar
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Re: Character Roll Call, Mid-Campaign Edition

Post by erilar »

Except we need a lvl 7-8 cleric incredibly badly... :P
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EvilGenius
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Re: Character Roll Call, Mid-Campaign Edition

Post by EvilGenius »

I'm creating an alt character who is an 8th lvl cleric of Desna with the follower feat and a 7th lvl paladin follower. You know, just in case. :)
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Hardcorhobbs
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Re: Character Roll Call, Mid-Campaign Edition

Post by Hardcorhobbs »

erilar wrote:Except we need a lvl 7-8 cleric incredibly badly... :P
Then you definitely don't want me to be that guy! I've only played once in your 8 levels. :wink:
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EvilGenius
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Re: Character Roll Call, Mid-Campaign Edition

Post by EvilGenius »

Here's a proposed cleric of Desna:

Belmoran
Male Human (Keleshite) Cleric 8
NG Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
hp 66 (8d8+16)
Fort +9,
Ref +5,
Will +11; +2 trait bonus vs. charm and compulson
Defensive Abilities freedom's call (8 rounds/day)
--------------------
Offense
--------------------
Speed 30 ft., dimensional hop (80/day)
Melee Heavy Shield Bash +2/-3 (1d4/x2) and
+1 Holy Cold Iron Heavy mace +7/+2 (1d8+1+2d6 vs. Evil/x2)
Special Attacks agile feet (6/day)
Spell-Like Abilities Dimensional Hop (80/day)
Cleric Spells Prepared (CL 8 ):
4 (2/day) Holy Smite (DC 17), Freedom of Movement, Divine Power
3 (4/day) Protection from Energy, Magic Circle against Evil, Invisibility Purge, Prayer, Fly
2 (4/day) Locate Object, Silence (DC 15), Align Weapon, Align Weapon, Consecrate
1 (5/day) Shield of Faith, Longstrider, Protection from Evil, Bless, Divine Favor, Unbreakable Heart
0 (at will) Light, Read Magic, Detect Magic, Detect Poison
--------------------
Statistics
--------------------
Str 11, Dex 10, Con 12, Int 12, Wis 16, Cha 16
Base Atk +6; CMB +6; CMD 16
Feats:
Alignment Channel (Evil), Extra Channel, Leadership (Base Score 11), Scribe Scroll, Toughness +8
Traits:
Birthmark, Into Enemy Territory (Reflex Save), Reactionary
Skills:
Acrobatics -4, Climb -4, Diplomacy +14, Escape Artist -4, Fly -4, Heal +11, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +12, Linguistics +6, Perception +8, Ride -4, Sense Motive +11, Spellcraft +7, Stealth -4, Swim -4
Languages Celestial, Common, Elven, Infernal, Kelish

SQ aura, cleric channel positive energy 4d6 (8/day) (dc 17), domains (liberation, travel), liberation (8 rounds/day), spontaneous casting

Combat Gear:
+1 Holy Cold Iron Heavy mace
+2 Breastplate
+1 Heavy steel shield
Cloak of resistance +2
Scroll of Remove Paralysis, Restoration - Lesser, Align Weapon,
Wand of Cure Light Wounds (CL 3)
251 GP
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 4d6 (8/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: For 8 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (8 rounds/day) (Su) you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Dimensional Hop (80/day) (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Leadership (Base Score 11) You attract loyal companions and devoted followers.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Last edited by EvilGenius on Tue Dec 04, 2012 4:54 pm, edited 2 times in total.
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EvilGenius
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Re: Character Roll Call, Mid-Campaign Edition

Post by EvilGenius »

And his Paladin follower .....

Azathil (Demon Slayer)
Male Human (Taldan) Paladin 6
LG Medium Humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+8 armor, +4 shield)
hp 56 (6d10+6)
Fort +8,
Ref +4,
Will +9; +2 trait bonus vs. charm and compulson
Immune fear, disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +7/+2 (1d4+1/x2) and
+2 Cold Iron Scimitar +9/+4 (1d6+3/18-20/x2)
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 3):
1 (2/day) Bless Weapon, Divine Favor
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 12, Int 13, Wis 14, Cha 15
Base Atk +6; CMB +7; CMD 17
Feats:
Alignment Channel (Evil), Channel Smite, Extra Lay on Hands, Improved Initiative
Traits:
Birthmark, Reactionary
Skills:
Acrobatics -5 (-9 jump), Climb -4, Diplomacy +11, Escape Artist -5, Fly -5, Handle Animal +9, Heal +9, Knowledge (nobility) +6, Knowledge (religion) +10, Perception +5, Ride -5, Sense Motive +10, Stealth -5, Swim -4

Languages Celestial, Common

SQ aura of courage, aura of good, divine bonds (weapon [1/day]), lay on hands (3d6) (7/day), mercies (mercy [diseased], mercy [sickened]), paladin channel positive energy 3d6 (3/day) (dc 15

Other Gear +1 Field plate, +2 Heavy steel shield, +2 Cold Iron Scimitar, 550 GP
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Birthmark +2 save vs. charm & compulsion
Channel Smite Channel energy can be delivered through a Smite attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (6 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (3d6) (7/day) (Su) You can heal 3d6 damage, 7/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.
Last edited by EvilGenius on Tue Dec 04, 2012 8:46 pm, edited 1 time in total.
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setanta14
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Re: Character Roll Call, Mid-Campaign Edition

Post by setanta14 »

He'd have to be 6th level, cohorts must be at least 2 levels lower than the character, regardless of Leadership score.
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EvilGenius
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Re: Character Roll Call, Mid-Campaign Edition

Post by EvilGenius »

Ahh, noted and corrected. :)
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setanta14
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Re: Character Roll Call, Mid-Campaign Edition

Post by setanta14 »

I was looking at Leadership when we had Freddie and the guys from Clegg with us. I guess the logic is that if the cohort is too close to your level, they are a peer and not a follower.
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