Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends


GMEdwin's The Pharoah's Race

Game Master Insnare

A motley group of adventurers fixing to find the pharoah's tomb first.


101 to 142 of 142 << first < prev | 1 | 2 | 3 | next > last >>

Byden wrote:
Serket-Ra, it looks like you are taking max HP for your eidolons first hit die? If this is the case you don't get to do that barring houserules. This is a benefit only granted by PC classes, animal companions do not get it either.

ah, didnt know that. Thanks for the heads up. I'll roll acordingly

first HP for Eidolon: 1d10 ⇒ 7 ok so HP for Eidolon is 40 not 43.


No probs, and sorry to be the ebarer of bad news, I really hate that rule at 1st level, as I love summoners :)


Its all good, I didnt get a bad roll either so no biggie there. Also, I'm pretty sure that the total health of myself and my eidolon is within a point or 2 of average.


4d6 ⇒ (5, 5, 3, 2) = 15 13
4d6 ⇒ (3, 4, 1, 2) = 10 9
4d6 ⇒ (4, 6, 2, 2) = 14 12
4d6 ⇒ (3, 2, 2, 5) = 12 10
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (3, 4, 5, 2) = 14 12

... 6 point buy. I think I'll sit this one out with those stats.

Andoran

4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (6, 4, 3, 4) = 17
4d6 ⇒ (4, 4, 6, 4) = 18
4d6 ⇒ (6, 1, 1, 2) = 10
4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (5, 3, 3, 2) = 13

Nice will post a character soon.


I am going to withdraw. I keep wanting to join a new PBP, but I am just not quite ready. I think there are plenty of good entries, and I don't think I will be missed that much. Good luck to the other potentials.


Ok finally finish Alistair Cooper all is in the Profile

Alistair Cooper

Shadow Lodge

Baptiste Boislevesque wrote:

4d6

4d6
4d6
4d6
4d6
4d6

Nice will post a character soon.

Hi GM,

Done a Alchemist3/Fighter3 Dwarf with 4 arms(With 2xVestigal Arm Discovery)

He is melee focused with bombs and composite longbow for range.

Up front, he carries a 2 handed axe with 2 arms, and carries a heavy shield with another arm, and a free arm to hold potions or apply alchemist effects on weapons. An Avatar of War.

I will do up the fluff later.

Baptisite:

--------------------
Statistics
--------------------
BAPTISTE ONYXARM OF THE DUSK (Korvosa)
Male dwarf Fighter 3/ Alchemist 3
CN Medium humanoid (dwarf)
Init +5 ; Senses Perception +13, Darkvision 60 ft
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 21 (+7 armor, +3 shield, +4 dex, +1 deflection)
hp 69 (3d8+3d10+30)
Fort +13, Ref +10, Will +6
Defensive Abilities Defensive Training, Hardy, Stability
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Keen Dwarven Urgosh +11 1d8+5 19-20/x3
Melee Keen Dwarven Urgosh +11 1d6+2 19-20/x3
Melee Spiked Shield, Heavy +4 1d8+2 20/x2
Ranged Alchemist’s Bomb +10 2d6+2 20/x2
Ranged Splash Weapon +10 By Weapon 20/x2
Ranged Longbow, Composite +10 1d8+7 20/x3
Special Attacks Hatred
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 20, Int 14, Wis 15, Cha 8
Base Atk +5, Cmb +10Cmd +25

Melee Attack Bonus: +10
Range Attack Bonus: +9
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle(Gorum)- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Defensive Training- Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy- Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability- Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed- Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning- Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred- Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity- Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Language- Common, Dwarven, Goblin, Orc
--------------------
Spell List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Special Abilities
--------------------
Bomb- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alchemical Weapon- At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
--------------------
Skills
--------------------
Appraise +8, Craft (alchemy) +12, Disable Device +11, Perception +13, Ride +7, Sense Motive +5, Spellcraft +7, Survival +9
--------------------
Combat Gear
--------------------
Keen Dwarven Urgosh,Splash Weapon, Longbow, Mithral Breastplate +1, Mithral Spiked Heavy Steel Shield +1, Whistling Arrow (60)
Magic Items Equipped by Slot Ring (RH): Ring of Protection +1, Shoulder: Cloak of Resistance +2.


I've been struggling with the character concept for this one, but I came up with Gnome Wizard, with a dip into Rogue.

Don't really have a background story either, but in case I do, here's the HP rolls:
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 5

Still working on my spell book too, probably get that tonight.


I think my sheet is basically ready for review. It still needs prettied up and there may be a few numbers that need minor adjustments, but the important things are all there.

I should have time to finish everything tomorrow or Sunday.

Shadow Lodge

Baptiste Onyxarm of the Dusk wrote:
Baptiste Boislevesque wrote:

4d6

4d6
4d6
4d6
4d6
4d6

Nice will post a character soon.

Hi GM,

Done a Alchemist3/Fighter3 Dwarf with 4 arms(With 2xVestigal Arm Discovery)

He is melee focused with bombs and composite longbow for range.

Up front, he carries a 2 handed axe with 2 arms, and carries a heavy shield with another arm, and a free arm to hold potions or apply alchemist effects on weapons. An Avatar of War.

I will do up the fluff later.

** spoiler omitted **...

Realised some errors with the weapons. Updated it.

Now Baptiste carries a greatsword with his both his upper and lower right arm. It functions as a primary two weapon fighting.
His upper left hand carries a dwarven waraxe and it functions as a secondary weapon for two weapon fighting.
His lower left hand now carries a quickdraw light shield which can be kept quickly to free a hand for potion or alchemy. It also functions as a light melee weapon as the secondary weapon for two weapon fighting.

Baptisite:

--------------------
Statistics
--------------------
BAPTISTE ONYXARM OF THE DUSK (Korvosa)
Male dwarf Fighter 3/ Alchemist 3
CN Medium humanoid (dwarf)
Init +5 ; Senses Perception +13, Darkvision 60 ft
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 21 (+7 armor, +2 shield, +4 dex, +1 deflection)
hp 69 (3d8+3d10+30)
Fort +13, Ref +10, Will +6
Defensive Abilities Defensive Training, Hardy, Stability
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Keen Greatsword +7 2d6+5 17-20/x2Two-Weapon Primary, CM +1
Melee Light Spiked Shield +6 1d6+5 20/x2Two-Weapon Secondary
Melee Dwarven Double Waraxe +6 1d10+2 20/x3Two-Weapon Secondary, +1 bonus on all attack rolls after the first when using Cleave or Great Cleave.
Ranged Alchemist’s Bomb +10 2d6+2 20/x2
Ranged Splash Weapon +10 By Weapon 20/x2
Ranged Longbow, Composite +10 1d8+7 20/x3Two-Handed
Special Attacks Hatred
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 20, Int 14, Wis 15, Cha 8
Base Atk +5, Cmb +10Cmd +25

Melee Attack Bonus: +10
Range Attack Bonus: +9
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle(Gorum)- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Defensive Training- Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy- Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability- Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed- Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning- Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred- Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity- Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Language- Common, Dwarven, Goblin, Orc
--------------------
Spell List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Special Abilities
--------------------
Bomb- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alchemical Weapon- At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
--------------------
Skills
--------------------
Appraise +8, Craft (alchemy) +12, Disable Device +11, Perception +13, Ride +7, Sense Motive +5, Spellcraft +7, Survival +9
--------------------
Combat Gear
--------------------
Keen Dwarven Urgosh,Splash Weapon, Longbow, Mithral Breastplate +1, Mithral Spiked Light Steel Shield(Quickdraw)+1, Whistling Arrow (60)
Magic Items Equipped by Slot Ring (RH): Ring of Protection +1, Shoulder: Cloak of Resistance +2.


@Baptiste, you forgot to drop the lowest roll to get your 3d6 score...

Shadow Lodge

GMEDWIN wrote:
@Baptiste, you forgot to drop the lowest roll to get your 3d6 score...

Ooohhh righty, silly me always wanna be all powerful 'n stuff. gunna be off make th' changes. What a din' dong.

4d6 ⇒ (3, 5, 6, 6) = 20(17)
4d6 ⇒ (6, 4, 3, 4) = 17(14)
4d6 ⇒ (4, 4, 6, 4) = 18(14)
4d6 ⇒ (6, 1, 1, 2) = 10(9)
4d6 ⇒ (4, 2, 2, 6) = 14(12)
4d6 ⇒ (5, 3, 3, 2) = 13(11)

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

HP Rolls:

1d8 ⇒ 4
1d8 ⇒ 5
1d8 ⇒ 3
1d8 ⇒ 5
1d8 ⇒ 3


Crunch up and complete, working on drafting the flavor now.


History and Background:
Urrmann, as a child, always felt somewhat out of place with his Ulfen brethren. Sure, raging, battle, and pillaging were FUN ...but something just didn't satisfy him as it did his erstwhile friends and companions. Urrmann dreamed of the luxury and adventure to the south. On his twelfth birthday, he gathered some essentials and ran away from home for good. Since then he's made his way further and further south, enjoying the comforts of warmer lands while picking up valuable not-just-hitting-things skills along the way.

When he had first left, he had to be rather ...clever to get by. What he calls clever, some call sneaky or even devious. Always a fine looking lad, he quickly realized he had a gift for, shall we say, storytelling. It wasn't long until he was noticed by thieves in Varisia. They, too, took a shine to him and taught them some of what they knew.

In the subsequent near-decade, Urrmann has taken part in cons, heists, burglaries, tomb raids and other sources of wealth and amusement. In between jobs he lives it up in a new city, but with an eye always open for opportunity.

Recent exploits have brought him to Osiron, a VERY southern, MUCH warmer place than his near-forgotten homeland. He picked up the language rather quickly, and, funds dwindling, is now on full-time lookout for gainful ...employment.

Shadow Lodge

Lanfear Xinskarr the Shiva wrote:
GMEDWIN wrote:
@Baptiste, you forgot to drop the lowest roll to get your 3d6 score...

Ooohhh righty, silly me always wanna be all powerful 'n stuff. gunna be off make th' changes. What a din' dong.

4d6 ⇒ (3, 5, 6, 6) = 20(17)
4d6 ⇒ (6, 4, 3, 4) = 17(14)
4d6 ⇒ (4, 4, 6, 4) = 18(14)
4d6 ⇒ (6, 1, 1, 2) = 10(9)
4d6 ⇒ (4, 2, 2, 6) = 14(12)
4d6 ⇒ (5, 3, 3, 2) = 13(11)

Hi Corrected it....decided to change to a female since I am changing the stats...cant help it lol....

Lanfear:

--------------------
Character Portrait
--------------------
Character Portrait of Shiva Xinskarr
--------------------
Statistics
--------------------
LANFEAR XINSKARR THE SEEKER (Korvosa)
Female half-elf Fighter 3/ Alchemist 3
CN Medium humanoid (half-elf)
Init +3 ; Senses Perception +11, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+7 armor, +2 shield, +2 dex, +1 deflection)
hp 49 (3d8+3d10+12)
Fort +8, Ref +6, Will +2
Defensive Abilities Elven Immunities
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Keen Greatsword +7 2d6+5 17-20/x2Two-Weapon Primary, CM +1
Melee Light Spiked Shield +6 1d6+5 20/x2Two-Weapon Secondary
Melee Keen Sawtooth Sabre +7 2d6+5 17-20/x2
Ranged Alchemist’s Bomb +8 2d6+1 20/x2
Ranged Splash Weapon +8 By Weapon 20/x2
Ranged Longbow, Composite +8 1d8+7 20/x3
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 11, Cha 9
Base Atk +5, Cmb +10Cmd +23

Melee Attack Bonus: +10
Range Attack Bonus: +7
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle(Gorum)- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- +2 Strength
Elven Immunities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Elf-Blood- Half-elves count as both elves and humans for any effect related to race.
Multitalented- Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Stonecunning- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait(Sabre, Saw toothed)
Language- Common, Elven, Draconic
--------------------
Spell List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Special Abilities
--------------------
Bomb- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alchemical Weapon- At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
--------------------
Skills
--------------------
Appraise +6, Disable Device +9, Intimidate +5, Perception +11, Ride +5, Sense Motive +2, Spellcraft +6, Survival +6
--------------------
Combat Gear
--------------------
Keen Greatsword, , Keen Sawtooth Sabre, Longbow Composite(+5 Str), Mithral Breastplate +1, Mithral Spiked Light Steel Shield(Quickdraw)+1, Whistling Arrow (60)
Magic Items Equipped by Slot Ring (RH): Ring of Protection +1,

Roll for HP

1d8 ⇒ 2
1d8 ⇒ 7
1d8 ⇒ 6
1d10 ⇒ 5
1d10 ⇒ 7
1d10 ⇒ 10


Personality and Appearance:
Urmann was always a comely child, and has grown into a rather handsome man. Others might be better-built (doubtfully) but rare is the man of his stature (6'7") so quick of wit and charming of demeanor. Half the time it's b@!~!#%@, but he's a gifted bs artist. His blue eyes are clear and piercing and his sandy blonde hair is shoulder-length.

Urrmann also secretly keeps a Hat of Disguise, one of his first major purchases from his ill-gotten gains. He has a few "go to" appearances he's used for various dastardly schemes, but enjoys coming up with a new persona as well. As he has grown in size and charisma, he has used the hat more and more, if only to keep from detection by less fun-loving authorities.

Urrmann is a true hedonist. His main motivation in life is to experience pleasure. Fine food, fine drink, fine adventure, fine sex. His thieving thrills him AND allows him the wealth to live as he pleases. He is friendly, chatty, and usually in a good mood. He loves jokes and gentle teasing, if only to disarm those around him from seeing him as a threat. He is far from unlikely to lie, cheat, and steal whenever it benefits him, but he takes no pleasure in the hurting of others, and avoids it if at all possible. Stand in his way, attempt to hurt him or a friend, or threaten to blow his cover, though, and he acts quickly, brutally, and decisively.


GM - Not sure if I missed it earlier, but were you allowing people to roll twice on their stats?

Also, here is my character, I believe the only thing I have left to do is her equipment list.


I didn't see anything, though a couple people did anyway...


I only rolled once since I didn't get any rolls less than 5.


Can we get clarification if the reroll if you get 5 or less thing meant for just that single ability or for the whole set to? I would assume the former, but its not clear.


GMEDWIN, here is Wili Warblejack, a thrill-seeking gnome bard (archaeologist) working with the Pathfinder Society (from michaelane). Her full story is in the profile.


People shouldnt roll twice. Unless all of their stats were less than 5... which would be a statistical anomaly and I would want to bring that person with me to Atlantic City...

Its only for that one stat... I guess its like those guys at university who would write 15 pages when the professor only asked for 5.


Apologies, folks. Should not have assumed it was OK. I guess Urmann isn't eligible anymore.

Shadow Lodge

Lanfear Xinskarr Of The Swords wrote:
Lanfear Xinskarr the Shiva wrote:
GMEDWIN wrote:
@Baptiste, you forgot to drop the lowest roll to get your 3d6 score...

Ooohhh righty, silly me always wanna be all powerful 'n stuff. gunna be off make th' changes. What a din' dong.

4d6 ⇒ (3, 5, 6, 6) = 20(17)
4d6 ⇒ (6, 4, 3, 4) = 17(14)
4d6 ⇒ (4, 4, 6, 4) = 18(14)
4d6 ⇒ (6, 1, 1, 2) = 10(9)
4d6 ⇒ (4, 2, 2, 6) = 14(12)
4d6 ⇒ (5, 3, 3, 2) = 13(11)

Hi Corrected it....decided to change to a female since I am changing the stats...cant help it lol....

** spoiler omitted **...

Hi GM,

This will be the final build.

I plan to go Two weapon fighting with 4 Sabre Saw tooth swords.

4 Fighter(Two Weapon Warrior)/2 Alchemist

Fluff summary will be a Exiled Red Mantis seeking asylum in Osirion.

Lanfear:

--------------------
Character Portrait
--------------------
Character Portrait of Shiva Xinskarr
--------------------
Statistics
--------------------
LANFEAR XINSKARR THE SEEKER (Korvosa)
Female human Fighter 4/ Alchemist 2
CN Medium humanoid (human)
Init +3 ; Senses Perception +11
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +3 dex, +1 deflection)
hp 50 (2d8+4d10+12)
Fort +9, Ref +7, Will +1
Defensive Abilities Bravery
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee +1 Sawtooth Sabre +9 1d8+6 19-20/x2 Two Weapon Primary
Melee +1 Sawtooth Sabre +9 1d8+6 19-20/x2 Two Weapon Secondary
Melee +1 Sawtooth Sabre +9 1d8+6 19-20/x2 Two Weapon Secondary
Melee +1 Sawtooth Sabre +9 1d8+6 19-20/x2 Two Weapon Secondary
Melee +1 Sawtooth Sabre +9 1d8+6 19-20/x2 Two Weapon Secondary
Ranged Mwk Longbow, Composite +6 1d8+7 20/x3 Two Weapon Primary
Ranged Alchemist’s Bomb +7 1d6+1 20/x2 Two Weapon Secondary
Ranged Mwk Longbow, Composite +10 1d8+7 20/x3 Two Handed
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 14, Int 13, Wis 11, Cha 9
Base Atk +5, Cmb +10Cmd +24

Melee Attack Bonus: +10
Range Attack Bonus: +8
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Exotic Weapon Proficiency (Sawtooth Sabre)
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave- As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Sacred Avenger(Calistria)- When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2.
--------------------
Racial Traits
--------------------
Dual Talent- +2 Strength, +2 Dexterity
Language- Common, Elven
--------------------
Formulae List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Alchemist Special Abilities
--------------------
Bomb(3 Bombs/day)- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
--------------------
Fighter Special Abilities
--------------------
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
--------------------
Skills
--------------------
Disable Device +13, Perception +11, Ride +4, Sense Motive +2, Survival +6
--------------------
Combat Gear
--------------------
+1 Sawtooth Sabre(x4), Splash Weapon, Mwk Composite Longbow(Str +5), Breastplate (Agile) +1
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2, Ring (RH): Ring of Protection +1.

Roll for HP

1d10 ⇒ 6
1d10 ⇒ 4
1d10 ⇒ 6
1d10 ⇒ 8
1d8 ⇒ 7
1d8 ⇒ 7

Grand Lodge

1d8 + 3 ⇒ (7) + 3 = 10
1d8 + 3 ⇒ (6) + 3 = 9
1d8 + 3 ⇒ (5) + 3 = 8
1d8 + 3 ⇒ (8) + 3 = 11
1d8 + 3 ⇒ (1) + 3 = 4

I meant to add 1 not 3 so HP is 8+7+6+9+2=32...sorry bout that


I would think that id you used just the first roll on your second set to replace the 5 you should be ok...

Grand Lodge

Torsk is updated with gear and a background. I hope I get to join the fun ahead :)


Vas is finished!

I currently have him as he would be while trapped in the tomb. If you decide that you'd rather he had already escaped, I can add that to his background.


Im closing recruitment in 3 hours... if there are any last minutes feel free to submit.

Shadow Lodge

Hi GM,

I did the 1st half of the background. The 2nd half I will fill it in soon. Just so you know, do check out my profile link and inside would have my final build and the background story. In summary from where I left off, the plot will thicken and she will need exiled. when she woke up she will be in Sathis.

Shadow Lodge

Lanfear Xinskarr The Hydra wrote:

Hi GM,

I did the 1st half of the background. The 2nd half I will fill it in soon. Just so you know, do check out my profile link and inside would have my final build and the background story. In summary from where I left off, the plot will thicken and she will need exiled. when she woke up she will be in Sathis.

Hi GM,

I managed to rush finish the background. A little rush at the end though I would like to flesh it out a Lil more but I guess it got to do. Do view my profile for the complete stats and background. Looking forward to the results. Thanks!

Sczarni

Hey, looking forward to seeing if I made it or not!

Just checking in to re-affirm interest for Gage Lockston

Stat Block and Back Story:

Gage Lockston
Human Fighter 6
CN Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 70 (6d10+24)
Fort +9, Ref +5, Will +5 (+2 vs. fear, +2 vs. fear)
Defensive Abilities Bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee The Heartbreaker +13/+8 (2d6+10/19-20/x2)
Special Attacks Weapon Training: Blades, Heavy
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Base Atk +6; CMB +10; CMD 24
Feats Disruptive, Dodge, Iron Will, Power Attack -2/+4, Step Up, Toughness +6, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Traits Armor Expert, Bully
Skills Acrobatics +6, Climb +8, Disable Device +8, Intimidate +6, Perception +6
Languages Common
SQ Armor Training 1
Combat Gear Calyx, The Heartbreaker; Other Gear Amulet of natural armor +1, Backpack, masterwork (7 @ 41.14 lbs), Bedroll, Belt pouch (1 @ 1.64 lbs), Belt pouch (empty), Belt pouch (empty), Blanket, winter, Cloak of resistance +1, Potion of cure moderate wounds, Ring of protection +1, Signet ring, Tent, medium, Thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Disruptive +4 DC to cast defensively for those you threaten.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

He's a 2H Fighter working to gain riches to rebuild the reputation of House Lockston and repurchase the Lockston Estate. His grandparents were drunkards and blew the family inheritance, and had to sell the Estate to stay above water. His parents were too lazy to do much about it, and sent him off to live in the city with his cousins, who were bakers. Fortunately, he's inherited three relics from his family, which were looked at as worthless inheritances: The Heartbreaker (+1 Adamantine Greatsword), Calyx (+1 Mithral Swift Breastplate), and a Signet Ring with the crest of the Lockston family.
Long years of working in the bakery, moving bags of flower from point a to point b have made him strong and hearty, especially in his arms. As the years went by, his ability to use the adamantine Heartbreaker to destroy things was only amplified by his growing strength. His aunt told him stories about when the Lockston family had a good name, and even take him to their estate for a walk once in a while. When he became 18, Gage decided to leave the bakery and start earning money as a "possession recovery expert" for hire, and on his own time a relic hunter. He's irritated by the bureaucracy of the Pathfinders, and so he works as an independent contractor. After all, Gage, while strong and mildly attractive is hardly the type for working up the ladder in the bureaucratic world.


I would like to thank everyone for their applications to this game and the discussions were a bit lively.

My choices are as follows:

Joy: Kirsteen - Aasimar cleric of Sarenrae 
Gilthanis: Torsk - half-orc tetori monk 
Lanfear
Alistair Cooper
Khaldrun the Rapid - human wizard

Ruck up and
Post into the discussion thread so I know youre on board...


good luck to those that made it.


Good luck everyone!


Yeah, have fun. I don't feel too bad since I never managed to post up a complete character at all.

101 to 142 of 142 << first < prev | 1 | 2 | 3 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / Entombed with The Pharoah recruitment All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.