Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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Dotting for interest.
Thinking of putting together a neutral evil alchemist (half-orc? tiefling?) with the long term player goal of usurping Baalzebul's power.

I guess I will try some rolls and possibly revert to point buy unless the "reversion" is only possible for really bad rolls...

4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (6, 3, 5, 4) = 18
4d6 ⇒ (5, 5, 4, 6) = 20
4d6 ⇒ (3, 6, 3, 2) = 14


@Aer'en: Both the traits you mention are Comabt traits. I am allowing only one Comabt trait per character.

@Eysterlun Macros: OK your character looks good. Just keep in mind the new crafting house rules I have set up here. Basically, you will need to find various rare and exceptional materials in order to craft anything more powerful than wands. Be forewarned.

@Praetor Grey: Your character is looking good.

@Pirate Rob: I would prefer at least one post/day. On weekends, I understand things slow down on the boards some. The exception to this is during combat where I EXPECT a post within 24 hours of your turn in initiative. If you do not post your actions, I will bot your character's actions for the round.

@Tirion: Sorry, the only unchained class I am using is the Summoner.


Hello GM, meet Morogar, LE hobgoblin inquisitor (preacher) of Set:

Background:
to be completed

Char Sheet:

Morogar
Inquisitor (Preacher Archetype) 1
LE hobgoblin - medium humanoid (goblinoid) - Age: 19
Deity: Set
Init 3 Perception 7
-------------
Defense
-------------
AC(10+3+3)16, touch (10+3) 13, flat footed (10+3) 13 ACP 0
HP (8+3) 11
Fort (2+3) +5, Reflex (0+3) +3, Will (2+3) +5
-------------
Offense
-------------
Speed 30 ft
Ranged + 3
Melee + 3 Greatsword damage (two handed) 2d6+4
-------------
Statistics
-------------
Str 17 (+3), Dex (14+2) 16 (+3), Con (14+2) 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 10
Languages Common, Goblin, Infernal
-------------
Feats
-------------
Martial weapon proficiency: greatsword
-------------
Traits
-------------
Armor Expert (-1 AC penalty from armor)
Fate's favored (any luck bonus +1)
RACIAL TRAITS
Darkvision: Hobgoblins can see in the dark up to 60 feet.
(Alternate racial trait) Fearsome: +4 racial bonus on Intimidate checks. This racial trait replaces sneaky
-------------
Special abilities
-------------
ALL "SACRED" BONUSES ARE PROFANE BONUSES

Judgment (Su) 1/day: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for thepurposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

PREACHER ARCHETYPE: Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses.

Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself.

Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Domain MADNESS:
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following:

attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
-------------
Skills
-------------
Skill points: 6+1(INT)+1 (Favored class)=8
(class + char. + other + skill points)
Acrobatics (Dex) 0+3+0+1=4
Bluff (Cha)
Climb (Str) 3+3+0+1=7
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis) 3+3+0+1=7
Intimidate (Cha) 3+0+5+1=9 Stern Gaze, Fearsome
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Perception (Wis) 3+3+0+1=7
Profession (Wis)
Ride (Dex) 3+3+0+1=7
Sense Motive (Wis) 3+3+1 Stern Gaze+1=8
Spellcraft (Int)
Stealth (Dex) 3+3+0+1=7
Survival (Wis) 3+3+0+1=7
Swim (Str) 3+3+0+1=7

-------------
Spells
-------------
Level___Known____Available slots
0__________4__________n.a.
1__________2__________1+1

Spells Known
Orisons: Acid Splash / Light / Guidance / Stabilize
Level 1: Shield of Faith / Divine Favor

Equipment:

Starting wealth 140 gp
Inquisitor's kit
Price 30 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Greatsword 50 gp 2d6 19–20/×2 8 lbs.
Shortbow 30 gp 1d6 ×3 60 ft. 2 lbs. P + 20 arrows 1 gp
Studded leather 25 gp +3 AC (+5 Max Dex) (–1) 0 ACPenalty (armor expert trait)
Signal whistle 8 sp
One pound of flour 2 cp

Money left: 4.18 gp

Your feedback will be welcome and appreciated. Thank you!


Yikes, stats are pretty bad! Low 8, high 16, the rest under 13. What's a good class for a character with a death wish? Going out in style that's for sure!


Hey Eric really interested in this! I have a few questions about posting and maps. I see you said at least one per day I like that I've seen to many games die out because of lack of posts.

I will try and post something today not sure on what yet but I'm excited for this game.


Most of my other games have slowed for the summer, I'm pretty sure I can handle the posting rate.
Any chance of having some more background fluff for the campaign? Am interested in learning more about the realm.


Hmmm, either a hobgoblin monk or some type of alchemist is where I am leaning at this point. Will try to get something together this evening, although I probably will not have a full submission until tomorrow.


Quick question, what is the intended tone of the campaign? Right now I'm leaning towards a Kyton-blooded tiefling, possibly a former member of some religious order, who's a little lacking in the common sense department. A sort of ditzy dominatrix if you will. My second choice would be the world's least charismatic conman - although both of these ideas might be a little too silly for a more 'serious' campaign.


Are Tengu OK?

Dark Archive

Eric Swanson wrote:

@Eysterlun Macros: OK your character looks good. Just keep in mind the new crafting house rules I have set up here. Basically, you will need to find various rare and exceptional materials in order to craft anything more powerful than wands. Be forewarned.

.

That sounds like how we used to play back before there were rules for crafting.

Will there be a check involved to find materials for items?

EDIT: What is your opinion on Damnation feats from champions of corruption. Sounds kind of cool to sell my soul for my art


@Jamie: Your character looks good!

@Keil: I will see what I can do about getting you some background information here. I did find a Wiki set up for it.

@Jack Skilleton: This is a gritty, low fantasy setting so I would not get too silly with those concepts. Both of them do sound interesting, I would give one of them a shot!

@sarpadian: Tengu are approved.

@Eyesterlun: I think Damnation feats will work fine in this setting. What feats were you looking at?

@ALL: I will get a character roster up sometime this weekend with all of the submissions so far. I will leave recruitment open until Thursday June 18 so you have plenty of time to finish up your concepts.


Would a Duergar Monk(Gray Disciple) be acceptable? I hate really low ability scores and rarely if ever dump stats, but with my rolls, this seems like it could be an option (probably put the 12 into Charisma, resulting in an 8).

Dark Archive

Eric Swanson wrote:

@Jamie: Your character looks good!

@Eysterlun: I think Damnation feats will work fine in this setting. What feats were you looking at?

I am thinking Maleficium.


Would you accept the ACG shaman? Thinking either that, an oracle of some sort, or perhaps a summoner.


Thanks for the link Eric! I've fleshed out the background with a choice of deity plus added a description. Am still brainstorming how he came to be apart of the Infernal forces though...


Pathfinder Adventure Subscriber

Here are the bare bones of Gretta Female Hobgoblin Fighter (Archer)

Spoiler:

Gretta
Female hobgoblin fighter (archer) 1 (Pathfinder RPG Advanced Player's Guide 104, Pathfinder RPG Advanced Race Guide 120)
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 14 (1d10+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy flail +2 (1d10+1/19-20)
Ranged longbow +5 (1d8/×3)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 16, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Precise Shot
Traits fiend blood, seeker
Skills Bluff -1, Perception +6, Stealth +11; Racial Modifiers +4 Stealth
Languages Common, Goblin
Other Gear studded leather, heavy flail, longbow, 60 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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.


@Tirion: Yes a Grey Disciple is fine.

@Eysterlun: That feat is OK to select.

@Lady Ladile: The Shaman class is OK to select, depending on the spirit you select. What spirit were you thinking of selecting?

@Scranford: Looks good.


Eric Swanson wrote:

@Aer'en: Both the traits you mention are Comabt traits. I am allowing only one Comabt trait per character.

'Kay thanks, good to know.


How about Friends in High Places and Fencer given my backstory?


Aer'en wrote:
How about Friends in High Places and Fencer given my backstory?

I will allow both of these traits.


OK Here is a list of all of the players who have expressed either interest or have already submitted characters.

Characters submitted (completed):
1) The Flying Chicken: Aer'en, Male Tiefling Fighter.
2) Scranford: Gretta, Female Hobgoblin Fighter (Archer).
3) Isinghar Thorden: Raaz Al'Zuul, Male Tiefling Cleric (Fiendish Vessel) of Baalzebul.
4) ElterAgo: Lavode, Male Tiefling Witch (Grim Spawn).
5) Tin Foil Yamakah: Eysterlun Macros, Male Halfling Wizard (Arcanamirium Crafter)
6) KoKyu: Keil, Male Fetchling Rogue.
7) Jaime Sommers: Morogar, Male Hobgoblin Inquisitor (preacher) of Set.
8) Doomed Hero: Praetor Grey, 1/2 orc Male Witch (Scarred Witchdoctor Hex Channeler).

Character concepts pitched (in progress):
1) Lady Ladile: Kobold Shaman ?
2) TheRiverOcean: Dhampir ?
3) Tirion Jörðhár: Duergar Monk (Gray Disciple) ?

Players expressing interest:
1) Spazmodeus
2) Khamulio
3) Ashe
4) Grovo
5) Jack Skilleton
6) Lokiel
7) Newbonomicon
8) The Pale King
9) Pirate Rob
10) The Thing from Beyond the Edge
11) Ictoo
12) sarpadian

Let me know if I missed you on this list, thanks. Keep in mind I will close recruitment Thursday at 9:00pm PST, so you have plenty of time to submit a character!


Thinking either Ancestor, Lore or Stone spirit for a shaman, if any of those would be acceptable.


Lady Ladile wrote:
Thinking either Ancestor, Lore or Stone spirit for a shaman, if any of those would be acceptable.

All of those spirits would be acceptable for a kobold shaman.


4d6 ⇒ (4, 1, 5, 6) = 16 - 15
4d6 ⇒ (4, 3, 3, 6) = 16 - 13
4d6 ⇒ (3, 5, 1, 6) = 15 - 14
4d6 ⇒ (1, 5, 1, 1) = 8 - 7
4d6 ⇒ (5, 3, 1, 2) = 11 - 10
4d6 ⇒ (1, 5, 1, 3) = 10 - 9

*sigh*


Definitely dotting for interest! Gonna use point buy because I'm a chicken.


4d6 ⇒ (2, 3, 1, 6) = 12
4d6 ⇒ (2, 3, 4, 4) = 13
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (3, 5, 5, 2) = 15
4d6 ⇒ (1, 3, 1, 2) = 7


Meet Chugs, goblin wizard and professional hedonist! I'd like to eventually go bloatmage, if you're okay with that.


Chugs Gutmunch wrote:
Meet Chugs, goblin wizard and professional hedonist! I'd like to eventually go bloatmage, if you're okay with that.

Goblin Wizard!

Your people must hate you to pieces.

Silver Crusade

Hmm, interesting... thinking on... something at the moment.


Would a Bloodrager from the ACG be acceptable? Infernal bloodline, of course.


Dave Herman wrote:
Would a Bloodrager from the ACG be acceptable? Infernal bloodline, of course.

Yes a Bloodrager is acceptable.


I see there is still quite a bit of interest!
Added a tidbit for character motivation :)

Updated:

Background:
Nothing has ever been easy for Keil. Their first born, it was a shock to his parents to see their infant son's body had suffered a mild deformity. While most Fetchlings are born devoid of color, Keil's complexion is marred with patches of deep purple patches as though some kind of blight has infected his body. Ashamed of their son, Keil's parents hid him away. Were it not for his mother's instinct to care for her him, he probably would have been abandoned before he'd have a chance. What little hope she held lead her to name him Keil, after the long dead and Goddess Kel. Perhaps a miracle would one day heal her son.
But Keil was destined to be abandoned. Not long after his second birthday his parents had another child. Strong, and without defects, his mother and father favored this one instead. Giving up all hope of their first born ever being normal, Keil was quickly forgotten.
Left to fend for himself, his odd appearance has not won him any friends amongst the other Fetchlings. Shunned all of his life, Keil has learned to steal to survive. Toiling away on his own, Keil has not developed the proper social skills, but has developed other skills instead. He has learned to be quick. He has learned to be careful where ever he steps. Avoiding drawing attention to himself has kept his footfalls quiet, a skill he discovered comes naturally. But the most important lesson Keil has learned was trust. He trusts no one. Suspect everyone - this rule alone has kept this Fetchling alive. Or so he believes. What Keil fails to realize is it his lack of social skills which have lead him down this path.

Physical Description:
Narrow yellow eyes pierce through this Fetchling's monochromatic tastes. Dressed from head to toe in black leathers and a soot filled second hand cloak, Keil routinely rubs his skin and clothes in what ever ash or charcoal grime he can get his dirty hands on - the darker the better. He wears a large brimmed black hat, pulled low over his brow; all the better to conceal his spotted complexion.
Motivation:
For Keil, its all about the money. He's done sneaking around doing petty jobs for little to no reward. Answering the call to conquer Rappan Athuk and riding the realm of Orcus is his ticket and Keil intends to punch it.


Sounds like an interesting game, always wanted to try a wizard bent on world domination.


Eric Swanson wrote:
Aer'en wrote:
How about Friends in High Places and Fencer given my backstory?
I will allow both of these traits.

Nice.


4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (3, 2, 1, 5) = 11
4d6 ⇒ (5, 1, 3, 3) = 12
4d6 ⇒ (5, 3, 6, 5) = 19
4d6 ⇒ (4, 5, 4, 5) = 18
4d6 ⇒ (2, 4, 2, 3) = 11

Let me see what I can do.


If monster races are preferred, would you accept a brownie?

I'm thinking a wizard brownie that used to be a familiar, offed his master and struck out on his own.


I will have something up today. Busy weekend. Didn't get to the computer any.


Thinking about a goblin ranger (trapper/dungeon rover archetypes)

4d6 ⇒ (1, 1, 6, 2) = 10 - 1 = 9
4d6 ⇒ (1, 4, 2, 2) = 9 - 1 = 8
4d6 ⇒ (1, 1, 2, 1) = 5 - 1 = 4
4d6 ⇒ (2, 3, 4, 3) = 12 - 2 = 10
4d6 ⇒ (4, 6, 4, 4) = 18 - 4 = 14
4d6 ⇒ (5, 4, 1, 1) = 11 - 1 = 10

The dice gods are apparently frowning on this idea so far.


fnord72 wrote:

If monster races are preferred, would you accept a brownie?

I'm thinking a wizard brownie that used to be a familiar, offed his master and struck out on his own.

Sorry I will have to disallow the brownie as a race option here. If you wanted to play a familiar-turned-PC, I will allow an Imp as an option here.


Okay, I think Malzii here is done as is her familiar, Scoot (name possibly subject to change). As always, please let me know if there's anything that I am missing or if there are any questions!


Just tweaking my equipment list and had a question about sources. Can I safely assume anything listed in the PRD is fair game? Are there any other sources you will allow?


JoshB wrote:

Thinking about a goblin ranger (trapper/dungeon rover archetypes)

4d6 - 1 = 9
4d6 - 1 = 8
4d6 - 1 = 4
4d6 - 2 = 10
4d6 - 4 = 14
4d6 - 1 = 10

The dice gods are apparently frowning on this idea so far.

Wow - a (-10) point build. I have seen mediocre rolls, but you really win.


@Malzii/Scoot: Looks good!

@Keil: Sure anything in the PRD is fair game. As for other 3PP, those will be on DM approval.

@JoshB: I will allow you to take the 20 point buy here. Those were truly sad rolls I must say...even the 4d6 total is not all that great, he he.


At last! I have made my 8, 10, 10, 13, 13, 16 work for a (-2 Con) Dhampir! After an ungodly about of reading d20pfsrd, I'm really excited to introduce my character. Despite the ability scores, I'm quite pleased.

Francois Cisse, Dhampir Lunar Oracle
Character Aspect: A sharp-tongued narcissist with a pet wolf and a hatred for those lesser than he, especially the undead.
Role: Control, Healing, Combat (Animal Companion)

Crunch:

François Cissé

Dhampir Lunar Oracle
LE Medium Humanoid
Init +0; Senses Perception +7

--------------------
Statistics
--------------------
=========================================
Str 11 [+0] | Dex 10 [+0] | Con 11 [+0] |
-----------------------------------------
Int 10 [+0] | Wis 13 [+1] | Cha 18 [+4] |
=========================================

--------------------
Offense
--------------------
Base Atk +0; CMB +0 CMD 12
Speed 20ft. (-10 Hide Armor)
Melee

Ranged

--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 Dex (Cha), +2 Shield, +4 Hide Armor)
HP 8 (1d8+0)
Fort +0, Ref +4, Will +3

--------------------
Spells
--------------------
10 + the spell’s level + 4 (Cha)
Spells per day: 1st (4)
Spells Known: 0th (4), 1st (2)
0: Create Water, Detect Magic, Detect Poison, Read Magic
1: Cure Light Wounds, Inflict Light Wounds, Summon Monster 1, Burning Hands

Feats
Extra Revelation

--------------------------
Traits
--------------------------
Racial]
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Magical Racial Traits
Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Senses Racial Traits
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Traits
Voice of Monsters
Benefits: Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with anIntelligence of 2 or lower.

Undead Slayer
Benefit(s): You gain a +1 trait bonus on attack and damage rolls against undead creatures.

Curse:
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

Skills
--------------------
Ranks per level: 10

SKILLㅤㅤㅤㅤㅤㅤㅤ|ㅤRanksㅤ|ㅤMod ㅤ|ㅤClassㅤ|ㅤTOTAL
=====================================
Bluffㅤㅤㅤㅤㅤㅤㅤ|ㅤㅤ1ㅤㅤ|ㅤㅤ4ㅤㅤ|ㅤㅤㅤㅤ|ㅤ+7
--------------------------------------------------------------------
Diplomacyㅤㅤㅤㅤㅤ|ㅤㅤ1ㅤㅤ|ㅤㅤ4ㅤㅤ|ㅤㅤ3ㅤㅤ|ㅤ+8
--------------------------------------------------------------------
Handle Animalㅤㅤㅤ|ㅤㅤ1ㅤㅤ|ㅤㅤ4ㅤㅤ|ㅤㅤ0ㅤㅤ|ㅤ+5
--------------------------------------------------------------------
Perceptionㅤㅤㅤㅤ|ㅤㅤ1ㅤㅤ|ㅤㅤ1ㅤㅤ|ㅤㅤ3ㅤㅤ|ㅤ+7
--------------------------------------------------------------------

Languages Common

--------------------
Special Abilities
--------------------
Mystery Revelations:
Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

--------------------
Money & Items
--------------------
Starting=105gp
-Wolf Leather Barding 20gp
-Hide Armor 15GP
-Shield, heavy wooden 7GP

63GP

Voja]Wolf Size Medium; Speed 50 ft.; AC 18 (+4 Leather Armor, +2 Dex, +2 natural armor)
HP 14 (2d8 +2)
Attack +2 bite (1d6 +1 plus trip);
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Feats: Toughness
Special Qualities low-light vision, scent.

Backstory:

Francois moaned a bit as he sipped a deep red wine.
“Mmm that is exquisite. Voja darling, would you like to try some?” He said, speaking to the nearby wolf.

Voja stood newby, his bloody teeth ripping into a fresh corpse. He mumbled his response with a mouth full of juicy flesh.
I don’t drink that.
“Ugh, you really are a dull creature aren’t you?”
Voja growled.
Francois looked down at the dead man being consumed as he drank his wine. He looked up and about the large gaudy room and shuttered. What an ugly sight, he thought. A nasty little human with delusions of grandeur. He was happy to have murdered such a pitiful creature. Besides, why would such a weakling deserve such a grand estate while Francois wandered homeless?

He finished his wine, and whistled to Voja as he walked out of the house and towards the dense forest.
”Voja, why is it that noble creatures such as me always end up dealing with pathetic little nothings, even lesser than yourself?”
You are weak, two-legs-small-teeth.
Francois signed.
”Well, it’s time for us to bask in some well deserved glory. I’ve received word from a worthy patron. I hope you still hate undead, well, uglier undead than I.”
Voja growled.
”Ah, almost forgot.”
Francois turned around and cast a firery spell accross the front of the large house. The wood quickly caught and the whole building went up in flames as they leisurely walked away.


Eric Swanson said wrote:
@JoshB: I will allow you to take the 20 point buy here. Those were truly sad rolls I must say...even the 4d6 total is not all that great, he he.

I built my goblin last night with those bad rolls. Figuring out where to put a 4 on a character is a challenge. Especially since I could never really stand putting it in Int or Cha for roleplaying purposes.

I'll redo him with a 20 point build tonight.


Stat1: 4d6 ⇒ (6, 4, 6, 3) = 19 - 3 = 16
Stat2: 4d6 ⇒ (6, 1, 6, 4) = 17 - 1 = 16
Stat3: 4d6 ⇒ (3, 4, 3, 3) = 13 - 3 = 10
Stat4: 4d6 ⇒ (2, 6, 3, 3) = 14 - 2 = 12
Stat5: 4d6 ⇒ (1, 4, 5, 2) = 12 - 1 = 11
Stat6: 4d6 ⇒ (6, 4, 4, 5) = 19 - 4 = 15

I'll be a Skald-Fated Champion (of evil) named Ashur.

Ashur left (was banished from) his tribe and found camaraderie among a group of devils where he fit in nice with their 'might makes right' culture. He obediently follows orders from those higher than him and believes strongly in the chain-of-command. He's already been reading the entrails of sacrificed chickens and things look poor for Mr. Orcus.

I'll get him more fleshed out with an actual character sheet soon.


Here's a stat block for my goblin ranger.

Brok:

Brok
Goblin ranger (dungeon rover, trapper) 1 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Race Guide 114, Pathfinder RPG Ultimate Magic 65)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft., climb 10 ft.
Melee dagger +2 (1d3/19-20) or
. . longsword +2 (1d6/19-20)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 13, Wis 13, Cha 8
Base Atk +1; CMB +0; CMD 14
Feats Roll With It
Traits beast bond, bouncy, reckless
Skills Acrobatics +7 (+3 to jump), Climb +10, Disable Device +5, Handle Animal +4, Perception +9 (+11 in underground environment to notice traps, potential cave-ins and dangerous flora), Ride +3, Stealth +10, Survival +5
Languages Common, Goblin
SQ stone scouting, trapfinding +1, unlearned, vermin affinity
Other Gear chain shirt, crossbow bolts (20), dagger, light crossbow, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 12 gp
--------------------
Special Abilities
--------------------
Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins - when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatica
Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.

Prerequisite: Goblin, Acrobatics 1 rank.

Benefit: If you are struck by a melee weapon you can
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unlearned (Knowledge [dungeoneering]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Vermin Affinity +0 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.

Silver Crusade

Would live to offer and kitsune Rogue [One always needs a Rogue] NE PC for this.

4d6 ⇒ (2, 4, 4, 4) = 14-2 =12 [2p]
4d6 ⇒ (5, 3, 4, 6) = 18-3 =14 [5p]
4d6 ⇒ (5, 6, 6, 5) = 22-5 =17 [13p]

4d6 ⇒ (4, 6, 1, 6) = 17-1 =16 [10p]
4d6 ⇒ (5, 6, 3, 5) = 19-3 =16 [10p]
4d6 ⇒ (1, 5, 6, 3) = 15-1 =14 [5p]

45 point buy, O yes mumma now that is a set of rolls.

Silver Crusade

I may go evil monk


Jonny...Panic wrote:
45 point buy, O yes mumma now that is a set of rolls.

Those are very nice! Am curious to see what race you choose.

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