EvilGinger
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« on: 19 January 2014, 07:31:38 » |
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Wrath of the Righteous...I have booked the shop and am looking for six intrepid adventurers to plunge into the world wound 12 noon till 6pm Spirit Games 102 Station Street Burton on Trent Ginger
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« Last Edit: 29 January 2014, 17:47:43 by EvilGinger »
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EvilGinger
Burton Delvers
Great Old One
Karma: 29
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I speak only of the Evilerginger who is coming
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« Reply #1 on: 26 January 2014, 11:37:39 » |
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Character generation rules Classes: – Any form the core rule book & the advanced players guide in any combination to level 2
Stats: - Roll seven sets on 4D6 dropping the lowest value die on the individual roil and the lowest roll of the set
Hit points:- Max for level 2
Alignments – LG NG CG LN N only Races: - Any but the setting is very predicted against the more unusual races and Tieflings especially are presumed to be evil and have been killed on sight by mobs or after very unfair trials, by the authorities or the larger better organised crusader companies acting on there own authority.
Gear: - 300 gold in cash + 2 master crafted items of the characters choice for free.
Magic: - every one can have a potion of cure light wounds & classes which can make their own scrolls can have scrolls of any spells they have access to but no more than two of them. Clerics have a vial of holy water blessed by their faith
The party has the following items collectively
An ever burning lantern. 20 arrows or crossbow bolts in addition to those carried by individual characters A medium tent A demon detection kit A healer’s kit A set of camping cooking utensils Two vials of holly water. (Iomidae) Two days iron rations each. Two hatchets Sledge hammer Felling axe. Crusader company tabards each
Ginger
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seek solace in the doom of empires and the death of great kings
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EvilGinger
Burton Delvers
Great Old One
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« Reply #2 on: 28 January 2014, 21:42:09 » |
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What you will be up against For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host? Ginger
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seek solace in the doom of empires and the death of great kings
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EvilGinger
Burton Delvers
Great Old One
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« Reply #3 on: 28 January 2014, 22:37:04 » |
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Pregen Character - example thought you could play it should you wish to Jarni - the strange Female Imperious Human (Chelaxian) Cavalier 1/Sorcerer 1 NG Medium humanoid (human) Hero Points 1 Init +2; Senses Perception +3 -------------------- Defense -------------------- AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex) hp 20 (1d10+1d6+4) Fort +4, Ref +2, Will +3 DR 3/— -------------------- Offense -------------------- Speed 20 ft. Melee dagger +2 (1d4+1/19-20/×2) and . . heavy mace +2 (1d8+1/×2) and . . masterwork longsword +3 (1d8+1/19-20/×2) Special Attacks challenge Sorcerer Spells Known (CL 1st; concentration +2): 1st (4/day)—true strike, flare burst (DC 12) 0 (at will)—ray of frost, open/close (DC 11), light, flare (DC 11) -------------------- Statistics -------------------- Str 13, Dex 15, Con 15, Int 15, Wis 13, Cha 12 Base Atk +1; CMB +2; CMD 13 Feats Arcane Strike, Distracting Charge, Eschew Materials Traits arcane depth, spellgifted Skills Bluff +3, Diplomacy +3, Handle Animal +6, Knowledge (arcana) +6, Knowledge (religion) +3, Perception +3, Sense Motive +7, Spellcraft +7, Stealth -3, Survival +3 (+5 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Sense Motive, ride mount, shield's skills, student of humanity Languages Abyssal, Common, Kelish SQ bloodlines (imperious), hero points, imperious human, orders (order of the shield), silver tongued, tactician Other Gear Adamantine Banded mail, Buckler, Dagger, Heavy mace, Masterwork Longsword, Bedroll, Belt pouch (empty), Bit and bridle, Flask, Furs, Holy symbol, silver (Nythis), Mapmaker's kit, Military saddle, Noble's outfit, Rope, Saddlebags (empty), Sealing wax (2), Waterskin, Whetstone, 17 GP, 8 SP, 5 CP -------------------- Special Abilities -------------------- +6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount. Animal Companion Link (Ex) You have a link with your Animal Companion. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Damage Reduction (3/-) You have Damage Reduction against all attacks. Distracting Charge Your ally's charge exposes an opening you can exploit.
Benefit: When your ally with this feat uses the charge action and hits, your next attack against the target of that charge gains a +2 bonus on the attack roll. This bonus must be used b Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses) Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Imperious +Spell level to intimidate creatures adversely affected by your spells. Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost. Shield's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you. Shield's Skills +1 (Ex) +1 to Heal checks for others. Silver Tongued You can shift a creature's attitude by three steps with Diplomacy. Spellgifted (Evocation) You are at +1 caster level with spells of your chosen school, but -1 caster level with spells of other schools. Student of Humanity +1 (Ex) Bonus to learn, study, or gather information about humans. Tactician (Distracting Charge) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. Ginger
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EvilGinger
Burton Delvers
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« Reply #4 on: 29 January 2014, 17:50:13 » |
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Another sample Charactor Eamurae of Traldar -Inquisitor Male Versatile Human (Azlanti) Inquisitor 2 NG Medium humanoid (human) Hero Points 1 Init +3; Senses Perception +7 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 22 (2d8+6) Fort +6, Ref +1, Will +5 -------------------- Offense -------------------- Speed 20 ft. Melee light shield bash -2 (1d3+1/×2) and . . dagger +2 (1d4+1/19-20/×2) and . . masterwork light mace +3 (1d6+1/×2) Ranged shortbow +2 (1d6/×3) Special Attacks Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting Spell-Like Abilities . . At will—detect alignment Inquisitor Spells Known (CL 2nd; concentration +4): 1st (3/day)—detect evil, magic weapon, disguise self 0 (at will)—guidance, virtue, detect magic, light, brand (DC 12) -------------------- Statistics -------------------- Str 12, Dex 13, Con 16, Int 17, Wis 14, Cha 19 Base Atk +1; CMB +2; CMD 13 Feats Eclectic Traits divine warrior, st. clydwell’s ward Skills Bluff +8, Diplomacy +8, Escape Artist -4, Heal +6, Intimidate +9, Knowledge (arcana) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +7 (+9 to identify the abilities and weaknesses of creatures, +9 to navigate underground), Knowledge (nature) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+10 to identify the abilities and weaknesses of creatures), Perception +7, Profession (soldier) +6, Ride -1, Sense Motive +8, Stealth -1, Survival +6 (+7 to track, +8 to avoid becoming lost when using this) Languages Abyssal, Azlanti, Common, Dwarven, Elven SQ domains (tactics), hero points, judgement 1/day), monster lore +2, seize the initiative, track, versatile human Combat Gear Potion of cure light wounds, Alchemist's fire, Oil; Other Gear Masterwork Armored coat, Light wooden shield, Arrows (20), Dagger, Masterwork Light mace, Shortbow, Backpack (empty), Belt pouch (empty), Blanket, Chalk, Compass, Crowbar, Flint and steel, Hammer, Holy symbol, silver (Iomadae), Mirror, Piton (10), Portrait book, Sealing wax, Signet ring, Silk rope (2), Sledge, String or twine (2), Thieves' tools, masterwork, Torch (4), Waterskin, 2 GP, 8 SP, 3 CP -------------------- Special Abilities -------------------- Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Divine Warrior From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those w Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Inquisitor Domain (Tactics) Associated Domain: War Judgement (1/day) (Su) Variable bonuses increase as the combat continues. Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures. Seize the Initiative (5/day) (Su) An ally within 30' may take the better of 2d20 for initiative St. Clydwell’s Ward As a standard action, you can recite a holy chant that affects demons as if you were under the effect of a sanctuary spell (caster level equal to 1/2 your Hit Dice + your Charisma modifier). Track +1 Add the listed bonus to survival checks made to track. Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. Ginger
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« Last Edit: 29 January 2014, 17:52:03 by EvilGinger »
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EvilGinger
Burton Delvers
Great Old One
Karma: 29
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I speak only of the Evilerginger who is coming
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« Reply #5 on: 02 February 2014, 07:03:14 » |
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Salvard the Varissian Human (Varisian) Wizard 2 NG Medium humanoid (human) Hero Points 1 Init +1; Senses Perception +2 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 16 (2d6+4) Fort +2, Ref +0, Will +4; +2 vs. cold climates or slipping -------------------- Offense -------------------- Speed 30 ft. Melee masterwork nexavaran steel shortsword +0 (1d6+2/19-20) Wizard Spells Prepared (CL 2nd; concentration +5): 1st—comprehend languages , crafter's fortune (DC 14), detect secret doors, identify 0 (at will)—detect magic, light, message, read magic -------------------- Statistics -------------------- Str 14, Dex 10, Con 15, Int 16, Wis 13, Cha 11 Base Atk +1; CMB +3; CMD 13 (15 vs. trip) Feats Scribe Scroll, Simple Weapon Proficiency - All Traits demon slayer, world traveler Skills Craft (books) +5, Craft (calligraphy) +5, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +2, Profession (scribe) +5, Sense Motive +2, Spellcraft +8, Survival +2, Use Magic Device +1 Languages Common, Hallit, Shoanti, Thassilonian, Varisian SQ arcane bonds (arcane bond [object]), human wizard, forewarned, heart of the snows, hero points, mixed heritage, opposition schools (illusion, necromancy), prescience, specialized schools (foresight) Combat Gear potion of cure light wounds, potion of mage armor, potion of protection from chaos, Scroll of Cultural Adaptation, Dancing Lantern, Scroll of Magic Missile, Magic Missile, Hold Portal, oil; Other Gear masterwork nexavaran steel shortsword, bedroll, belt pouch, blanket, blanket, flint and steel, grappling hook, holy symbol, silver, hooded lantern, lamp, rope (2), sealing wax, signet ring, waterskin, 29 GP, 7 SP -------------------- Special Abilities -------------------- +1 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast. Arcane Bond (Masterwork Nexavaran Steel Shortsword) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Demon Slayer By studying a demonic opponent, you can sense and target its weak spots. Foresight Associated School: Divination Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20. Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Illusion You must spend 2 slots to cast spells from the Illusion school. Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Scroll of Cultural Adaptation, Dancing Lantern Add this item to create a scroll with spells on it. Scroll of Magic Missile, Magic Missile, Hold Portal Add this item to create a scroll with spells on it.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. Ginger
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« Last Edit: 03 February 2014, 20:41:07 by EvilGinger »
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seek solace in the doom of empires and the death of great kings
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EvilGinger
Burton Delvers
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« Reply #6 on: 17 February 2014, 07:10:05 » |
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Update.... I am already to go with this just need make sure I have sufficient players, I am rather expecting the first session to be largely a player familiarization and character generation session and there will be a chance for players to join later but I would prefer they did not. The group will need quite a bit of synergy and it would be better if the characters where generated together with that in mind. Ginger
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seek solace in the doom of empires and the death of great kings
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EvilGinger
Burton Delvers
Great Old One
Karma: 29
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Posts: 5339
I speak only of the Evilerginger who is coming
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« Reply #7 on: 23 February 2014, 16:54:47 » |
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No one showed up so being knackered having done two full days work yesterday & one today I took advantage of Phil's offer of a lift home and retired early. Will perhaps try again some time in the future when I can guarantee some attendance. Ginger
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« Last Edit: 25 February 2014, 14:17:18 by EvilGinger »
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seek solace in the doom of empires and the death of great kings
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