Games of Chance (Inactive)

Game Master lynora

A gestalt campaign in a homebrew setting starting at level 3, the PCs are new recruits to the Chance City Watch in the worst district of the city.


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Dark Archive

Greater Aasimar

Spoiler:

Outsider 2RP Native
Size 0RP Medium
Base Speed 0RP Normal
Ability Score Mod. 4RP Advanced +4,+2,+2,+2,-2
Languages 1Rp Standard
Darkvision 60ft 0RP
Celestial Immunities 2RP Acid, Cold, Electric resistance 5
Spell Resistance 3RP Greater
Skill Focus 2RP Diplomacy
Skill Focus 2RP Perception
Spell-like Ability 3RP Daylight
Spell-Like Ability 3RP Cure light wounds
Total 22RP

As for a mount, do I create it or just find something suitable from 3.5 or pathfinder material?


Last question(maybe): Would a hobgoblin receive a level adjustment/penalty?


Piper.

This is the Piper. It's a third party race of Super Genius Games. I also love fey and one of my favorite games was when I got the chance to play as a Pixie.


If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?


Narkari wrote:

Piper.

This is the Piper. It's a third party race of Super Genius Games. I also love fey and one of my favorite games was when I got the chance to play as a Pixie.

I'm good with that. Actually it looks pretty cool. :)


Mr. Swagger wrote:

Last question(maybe): Would a hobgoblin receive a level adjustment/penalty?

No level adjustment for hobgoblin, no.

Dark Archive

Was the greater aasimar ok?

About the mounts I accept suggestions or should find something from 3.5 or pathfinder that is more suitable, like a Dire Wolf maybe or something along those lines.


Deiros wrote:

Greater Aasimar ** spoiler omitted **

As for a mount, do I create it or just find something suitable from 3.5 or pathfinder material?

I would recommend just using something that already exists in pathfinder, but if you want to create something, I'm fine with that.

Greater Aasimar looks good. Obviously will need to spend a level on it, but no problems with it that I can see..


Meredian Adriatnaic wrote:
If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?

I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.


I should have something up later tonight or early tomorrow morning.


lynora wrote:
Meredian Adriatnaic wrote:
If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?
I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.

Feel free to veto any or all of these. I can work within the pathfinder spells, but I do have a few favorites of bygone games.

I'm a big fan of the "heart of (element)" series. Basically they're long term buffs that you can choose to expend for a specific effect.

Heart of series:

HEART OF AIR
Transmutation [Air]
Level: Druid 2, sorcerer/wizard 2, wu
jen 2 (air)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
You feel light as a feather, as if the slightest
breeze might knock you about.
This spell converts part of your body
into elemental air, freeing you somewhat
from the bonds of gravity. You gain a +10
enhancement bonus on Jump checks,
and if you have a fly speed, that speed
gains a +10-foot enhancement bonus.
Furthermore, while this spell is active,
you can activate a feather fall effect (as
the spell) on yourself as an immediate
action. This benefit lasts for 1 round
per level, at the end of which time the
spell's entire effect ends.
If heart of air is active on you at the
same time as heart of earth, heart of fire,
or heart of water, you gain light fortification.
If all four of these spells are active
on you at the same time, you become
immune to extra damage from critical
hits and sneak attacks.

HEART OF EARTH
Transmutation [Earth]
Level: Druid 4, sorcerer/wizard 4, wu
jen 4 (earth)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
You feel your flesh strengthen with the
power of stone.
This spell converts part of your body
into elemental earth, which toughens
you considerably. You gain a +8 bonus
on checks to resist a bull rush, overrun,
or trip attack. You also gain temporary
hit points equal to twice your caster
level (up to 30 hp).
Furthermore, while this spell is active,
you can activate a stoneskin effect (as
the spell) on yourself as a swift action.
This benefit lasts for 1 round per level
(or until the stoneskin's total protection
is consumed), at the end of which time
the spell's entire effect ends.
If heart of earth is active on you at
the same time as heart of air, heart of
fire, or heart of water, you gain
light fortification. If all four of
these spells are active on you
at the same time, you become
immune to extra damage
from critical hits and
sneak attacks.

HEART OF FIRE
Transmutation [Fire]
Level: Druid 5,
sorcerer/wizard 5,
wu jen 5 (fire)
Components: V, S
Casting Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/
level (D) or until
expended
You feel a sudden flame
burning within you.
This spell converts
part of your body into
elemental fire, which
speeds your step and
toughens your flesh. You
gain a +10-foot enhancement
bonus to your land speed and resistance
to fire 20.
Furthermore, while this spell is
active, you can activate a fire shield effect
(as the spell; fire-based protection
only) on yourself as a swift action. This
benefit lasts for 1 round per level, at the
end of which time the spell's entire
effect ends.
If heart of fire is active on you at the
same time as heart of air, heart of earth,
or heart of water, you gain light fortification.
If all four of these spells are active
on you at the same time, you become
immune to extra damage from critical
hits and sneak attacks.

HEART OF WATER
Transmutation [Water]
Level: Druid 3, sorcerer/wizard 3, wu
jen 3 (water)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
Hood of the cobra convinces these robbers
that Hennet is more than they can handle
The crashing of waves echoes in your ears.
This spell converts part of your body into
elemental water, which makes you better
able to navigate aquatic environments
and slip through confined spaces. You
gain a swim speed equal to your land
speed, which grants you certain benefits
(including a +8 racial bonus on Swim
checks; see MM 311). You also gain the
ability to breathe water (as if under the
effect of a water breathing spell). Finally,
you gain a +5 enhancement bonus on
Escape Artist checks.
Furthermore, while this spell is active,
you can activate a freedom of movement
effect (as the spell) on yourself as a swift
action. This benefit lasts for 1 round
per level, at the end of which time the
spell's entire effect ends.
if heart of water is active on you at the
same time as heart of air, heart of earth, or
heart of fire, you gain light fortification.
If all four of these spells
are active on you at the same
time, you become immune to
extra damage from critical hits
and sneak attacks.

I'm also a HUGE fan of servant horde. Good for that wizard who likes to be pampered, but doesn't want to drag around a bunch of muggles. Also good if he has no intention of doing anything for himself. ever.

Servant Horde:

SERVANT HORDE
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless
servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As you complete this spell, you sense a
number of invisible entities form around
you.

This spell creates a number of unseen
servants (PH 297) equal to 2d6 +1 per
level (maximum +15).

Material Component: A small stick to
which many lengths of knotted thread
are attached.


Meredian Adriatnaic wrote:
lynora wrote:
Meredian Adriatnaic wrote:
If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?
I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.

Feel free to veto any or all of these. I can work within the pathfinder spells, but I do have a few favorites of bygone games.

I'm a big fan of the "heart of (element)" series. Basically they're long term buffs that you can choose to expend for a specific effect.

** spoiler omitted **...

Okay, I'll approve those. Just make sure to put this info in your character profile so I can reference it easily.


After thinking on it - nothing has surfaced in my head to play, so I'm going to withdraw.

Looks to be an interesting and fun romp, so I'm sure you'll have fun with it.


Mark Sweetman wrote:

After thinking on it - nothing has surfaced in my head to play, so I'm going to withdraw.

Looks to be an interesting and fun romp, so I'm sure you'll have fun with it.

Okay. If you change your mind you're welcome anytime.

Dark Archive

I was thinking something like a Cold One but will have to recheck my fluff by reading the Malus Darkblade books again XD, but they are a cross between T-rex and a raptor.


Deiros wrote:
I was thinking something like a Cold One but will have to recheck my fluff by reading the Malus Darkblade books again XD, but they are a cross between T-rex and a raptor.

That could work.


Sheet is 99% done. Need to pick a second feat and my sorcerer spell known.

I picked Breadth of experience of my first feat. basically all my knowledges are at least +10. ;-)


This is Rosalyn. My Bard/Ninja. I am still working on her History and Equipment but this is most of her.

Sovereign Court

I figure I'll probably submit something I've played offline, and will translate here as best I can.

After taking a look at the Ifrit race in comparison to the other core races, I raised him to equal efficiency (since the ARG playtest says he's worth 6 RP, while other cores are 10). Hope you don't mind?

Greater Ifrit:

Type - Outsider (native) - 2 RP
Size - Medium - 0 RP
Speed - Normal - 0 RP
Ability Scores - Standard Modifiers: +2 Dex, +2 Cha, -2 Wis - 0 RP
Language - Standard: Common, Ingan - 1 RP
Ability - Elemental Resistance, Fire (resist fire 5) - 1 RP
Ability - Improved Resistance (becomes resist fire 10) - 1 RP
Ability - Pyromaniac - 2 RP
Ability - Elemental Affinity, Fire - 1 RP
Ability - Elemental Assault, Fire (X rounds per day, where X = character level, activate for +1d6 fire damage on all attacks, swift on/ free off ) - 1 RP
Spell-Like Abilities (burning hands, 1/day, CL = HD[+1 due to Pyromaniac]) - 1 RP
Darkvision 60ft - 0 RP, Outsider

Either way, I'll be making a magus(kensai), and ask for approval for the Swashbuckler from Tome of Secrets for my secondary?

Shadow Lodge

I would like to present the most recent(and unfinished) version of Ignatius Highhill.


Lyn,
would it be ok if I switch out some of the Drow Noble's SLA??

Also, going Inquisitor 2/Ninja 3/Drow Noble

Edit:

Also,
How do you feel about custom equipment? Nothing magical, but the classical ninja's weapon as well as its scabbard were multifunctional, with the scabbard having a variety of uses. I had a Ninja in another game(briefly) and combined a few items found on the d20PFSRD, like a false bottom, bladed edge, etc.


Monkeygod wrote:

Lyn,

would it be ok if I switch out some of the Drow Noble's SLA??

Also, going Inquisitor 2/Ninja 3/Drow Noble

As long as it's equivalent level, switch away.


Posted an edit above, lol


Rosalyn Bishop wrote:
This is Rosalyn. My Bard/Ninja. I am still working on her History and Equipment but this is most of her.

Looks good so far.


Oh and would somebody be willing to compile all the character creation rules in one spot? I know most of them are in the OP, but a few are elsewhere in the thread.


Monkeygod wrote:

Lyn,

would it be ok if I switch out some of the Drow Noble's SLA??

Also, going Inquisitor 2/Ninja 3/Drow Noble

Edit:

Also,
How do you feel about custom equipment? Nothing magical, but the classical ninja's weapon as well as its scabbard were multifunctional, with the scabbard having a variety of uses. I had a Ninja in another game(briefly) and combined a few items found on the d20PFSRD, like a false bottom, bladed edge, etc.

As long as the costs work out okay I have no problem with it.


KMBCross wrote:

I figure I'll probably submit something I've played offline, and will translate here as best I can.

After taking a look at the Ifrit race in comparison to the other core races, I raised him to equal efficiency (since the ARG playtest says he's worth 6 RP, while other cores are 10). Hope you don't mind?

** spoiler omitted **

Either way, I'll be making a magus(kensai), and ask for approval for the Swashbuckler from Tome of Secrets for my secondary?

I am okay with your changes to the Ifrit. And I'm okay with that class combo too. :)


Dragonborn3 wrote:
I would like to present the most recent(and unfinished) version of Ignatius Highhill.

I get an error when I try to view this.


This is technically a Tiefling race trait, but I figure it would fit for Drow as well, could I take this as one of my two traits?

Shadow Stabber:

An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark.

Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Shadow Lodge

lynora wrote:
Dragonborn3 wrote:
I would like to present the most recent(and unfinished) version of Ignatius Highhill.
I get an error when I try to view this.

Ah, I know what went wrong. I forgot to make it public. #^-^#

You should be able to view it now.


Monkeygod wrote:

This is technically a Tiefling race trait, but I figure it would fit for Drow as well, could I take this as one of my two traits?

** spoiler omitted **

Yes, you can.


Dragonborn3 wrote:
lynora wrote:
Dragonborn3 wrote:
I would like to present the most recent(and unfinished) version of Ignatius Highhill.
I get an error when I try to view this.

Ah, I know what went wrong. I forgot to make it public. #^-^#

You should be able to view it now.

Ah, cool. Yep, that worked. Looks good so far. :)


Howdy howdy. Putting together this psion/rogue. I'll finish him and put his background up tomorrow.


Here is most of the stuff I have done for Avlar, back story will put up after talked to Monkeygod, Kolm and Meredian.

I also had a question. I was wondering if my mount could look like this Mount,Mount. It just for look going to still use lion stats for it.


hello, noting my interest to play

Gestalt concept: not sure about that yet it would be my first actual gestalt game, probably something I consider is a rogue/sorcerer(necromancer) concept ("dark assassin" or "mageknife" concept, first focuses on dark arts the second on illusions) or perhaps a rogue/ranger(druid?) one ("predator" concept, a hunter/pathfinder who can turn into an animal, probably wolf)


I still need to think of a name and roll hit points, but other than that everything is done. In case you are wondering Herolabs does not do gestalt characters, but it is able to be modified and I did as much as I could before I had to adjust things manually.

mechanics:
UNNAMED HERO CR 2
Male Hobgoblin Inquisitor 3
LN Medium Humanoid (Goblinoid)
Init +10; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 24 (3d10+6); Judgement of Sacred Healing 2
Fort +5, Ref +5, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Scythe +7 (2d4+5/20/x4)
Power Attack +7 Scythe +7 (2d4+8/20/x4)
and
. . Dagger +5 (1d4+3/19-20/x2) and
. . Shortsword +5 (1d6+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2)

Ranged
Longbow +5 (1d8/x3)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +5 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 13), Protection from Evil (DC 13), Bless, Litany of Sloth
0 (at will) Read Magic (DC 12), Detect Magic, Create Water, Detect Poison, Disrupt Undead, Stabilize
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 15, Int 14, Wis 14, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Furious Focus, Improved Initiative, Pack Attack, Power Attack -1/+3
Traits Reactionary, Vagabond Child (urban): Disable Device
Skills Acrobatics -1, Bluff +10, Climb +4, Diplomacy +10, Disable Device +8, Escape Artist -1, Fly -1, Intimidate +8, Knowledge (Local) +6, Perception +8, Ride -1, Sense Motive +8, Spellcraft +8, Stealth +9, Swim +4
Languages Common, Draconic, Goblin, Infernal
SQ Forbidden Lore (Ex), Inquisitor Domain: Conversion Inquisition, Judgement (1/day) (Su), Misdirection: -Choose- (Sp), Necessary Lies (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Weapon Cord
Combat Gear +1 Scythe, Arrows (40), Dagger, Masterwork Breastplate, Shortsword; Other Gear Backpack, Masterwork (empty), Bedroll, Cleric's vestments, Crowbar, Everburning torch, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Pathfinder Chronicle: Knowledge (Local), Powder, Rations, trail (per day) (3), Rope, silk (50 ft.), Shinobi shozoku, Sunrod (5), Thieves' tools, masterwork, Vial, ink or potion, Waterskin, Weapon Cord

GP 415
SP 1
CP 9
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inquisitor Domain: Conversion Inquisition Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection: -Choose- (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Pack Attack Ally's attack allows you to take a 5-foot step
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another--alternate Escape Route
Weapon Cord Attached weapon can be recovered as a swift action.

Ranger:

Favored Community (Ex)

At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

Trapfinding (Ex)

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Concept(partial backstory):
: My character grew up on the streets as a kid,and has been arrested several times. As he grew older he began to see the true condition of the area around him, and has vowed to clean it up. He uses the skills he picked up to try to clean the Warrens out. He knows the people there are not going to play fair and neither will he. He is willing to lie, and itimidate people if talking nicely won't work, and he will not be advocating showing mercy in too many situation. He strongly believes that the law must be enforced, and that some of us have to get your hands dirty so the rest can sleep peacefully at night. He does not care much for magic, but he did try to learn something about it(spellcraft) because he knows how dangerous casters are.


Avlar wrote:

Here is most of the stuff I have done for Avlar, back story will put up after talked to Monkeygod, Kolm and Meredian.

I also had a question. I was wondering if my mount could look like this Mount,Mount. It just for look going to still use lion stats for it.

Wow, that looks cool. With the stats the same I see no reason why not. :)


Mr. Swagger wrote:

I still need to think of a name and roll hit points, but other than that everything is done. In case you are wondering Herolabs does not do gestalt characters, but it is able to be modified and I did as much as I could before I had to adjust things manually.

** spoiler omitted **...

Cool. Backstory is good. Mechanics seem sound.


Pathfinder Rulebook Subscriber

Did you say Pathfinder gods?


Kryzbyn wrote:
Did you say Pathfinder gods?

Yep, I did.


I'm having trouble picking my lvl 3 feat. I'm leaaning toward point blank shot so I can take precise shot when next I get a feat. At some point I'll take reach spell so I can use touch spells at range.

Thoughts?


Ok, This is Dark Netwerk. Here is the alias for my character. The background is in it. I still need to pick feats and make the purchases.

A couple of questions:

What languages exist on your world and which might make sense given Tenoch's history?

I'm not sure if it is already mentioned somewhere but how do we calculate HPs? Roll, max, average?


lynora said 'max hp so we arent squishy' ^_^

Dark Archive

Max HP for mounts also??

Dark Archive

Finished with the crunchy bits

Spoiler:

UNNAMED HERO CR 5
Male Hobgoblin Monk (Hungry Ghost Monk) 3 Ranger (Urban Ranger) 3
LN Medium Humanoid (Goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 21, touch 20, flat-footed 18 (+1 armor, +3 Dex, +5 dodge, +2 Monk)
hp 42 (3d10+18)
Fort +6, Ref +6, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +4 (1d6+3/20/x2)
Special Attacks Flurry of Blows +2/+2
Ranger (Urban Ranger) Spells Known (CL 2, 8 melee touch, 8 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 16, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 23
Feats Aspect of the Beast (Wild Instinct), Combat Reflexes (4 AoO/round), Crane Style, Dodge, Dragon Style, Improved Unarmed Strike, Monk Weapon Proficiencies, Punishing Kick (Push 5') (3/day) (DC 15)
Traits Magical Knack: Ranger (Urban Ranger), Reactionary
Skills Acrobatics +9, Climb +9, Disable Device +12, Perception +8, Stealth +13, Survival +10
Languages Common, Goblin
SQ AC Bonus +2, Boots of Friendly Terrain: Commuity (Chance), Enemies: Humanoids (Human) (+2 bonus) (Ex), Fast Movement (+10'), Favored Community (Chance) (+4 bonus) (Ex), Maneuver Training (Ex), Still Mind (Ex), Track +1, Trapfinding +1, Unarmed Strike (1d6), Wild Empathy +3 (Ex)
Other Gear Boots of Friendly Terrain: Commuity (Chance), Bracers of Armor, +1, Thieves' tools, masterwork
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Boots of Friendly Terrain: Commuity (Chance) Gain a Favored Terrain or increase bonus by 2 if already have same.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Crane Style Take -2 penalty when fighting defensively
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Favored Community (Chance) (+4 bonus) (Ex) +4 to rolls vs Commuity (Specify).
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack: Ranger (Urban Ranger) +2 CL for a specific class, to a max of your HD.
Maneuver Training (Ex) CMB = other BABs + Monk level
Punishing Kick (Push 5') (3/day) (DC 15) You can push or knock down an opponent with an unarmed attack.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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.


UG! Just realized all the work I did last night on my character didn't save. CRAP! I should be able to do it again by Monday night. I'm heading out of town until then. If I have time between now and then I'll work on it more.


This is my character!
We'll see how this works out. I don't as of yet plan to take an archtype for the barbarian class...but we'll see.
Background info on the profile page!

Dark Archive

Character Crunch so far

Spoiler:

UNNAMED HERO
Male Greater Aasimar Cavalier (Emissary) 3/Fighter (Roughrider) 2
LN Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3 Shield)
hp 33 (3d10+3);
Fort +4, Ref +4, Will +5
Defensive Abilities By My Honor (+2 Will); MR 14; Resist Acid 5, Cold 5, Electric 5
--------------------
OFFENSE
--------------------
Speed 30 ft.
Longsword +7 (1d8+3/19-20/x2)
Shield Bash +6 (1d4+3/20/x2)
Dagger +6 (1d4+3/19-20/x2)
Lance +6 (1d10+3/20/x3)
Unarmed Strike +6 (1d3+3/20/x2)
Ranged
Longbow +6 (1d8/x3)
Special Attacks Challenge 1/day, Cavalier's Charge
Spell-Like Abilities Daylight 1/day, Bless 1/day
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 12, Int 14, Wis 15, Cha 16
Base Atk +3; CMB +6; CMD 19
Feats Mounted Combat, Ride-by-Attack, Shield Focus, Missile Shield
Traits Reactionary, Adopted (Skilled)
Skills Bluff +7, Climb +7, Diplomacy +9, Handle Animal +7, Intimidate +7, Knowledge (Engineering) +6, Knowledge (Dungeoneering) +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Perception +4, Ride +11, Sense Motive +7, Swim +7
Languages Common, Celestial, Infernal, Draconic
SQ Mount, Challenge 1/day, Order Ability: By My Honor, Order of the Sword, In or Out of the Saddle, Cavalier's Charge, Steadfast Mount
Combat Gear Masterwork Longsword, Arrows (40), Dagger, Masterwork Breastplate, Masterwork Heavy Steel Shield, Lance; Other Gear Antitoxin Vial, Backpack, Masterwork (empty), Bedroll, Traveler's Cloth, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Map Case, Military Saddle, Parchment (sheet) (10), Rations, trail (per day) (5), Rope, Saddle Bags, Waterskin, Weapon Cord
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
In or Out of the Saddle (Ex) Can move at full speed when wearing medium armor.
Cavalier's Charge (Ex) +4 bonus melee attack rolls on a charge while mounted and no penalty to AC.
Mount (Ex) Gain the service of a loyal and trusty steed to carry him into battle.
By My Honor (Ex) Gain a +2 morale bonus on a single save as long as your alignment doesn't change.
Steadfast Mount (Ex) Mount gains +1 dodge AC and saves while mounted or next to it.
Challenge (1/day) (Ex)

Mount
Male Cold One (Mount)
N Large Animal
Init +3; Senses Darkvision (60 ft); Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 15 (+1 dodge AC)
hp 27 (3d8+3);
Fort +4, Ref +6, Will +3
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Speed 40 ft.
Bite +4 (1d8+2/20/x2)
Tail -1 (1d6+1/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 17, Con 12, Int 12, Wis 15, Cha 10
Base Atk +2; CMB +4 (+2 Overrun); CMD 17 (+4 vs. trip) (+2 vs. Overrun)
Feats Light Armor Proficiency, Power Attack, Improved Overrun
Skills Perception +8, Jump +6
SQ Combat Trained, Low-light Vision, Scent, Natural Armor +6


Stiehl9s wrote:
lynora said 'max hp so we arent squishy' ^_^

Nice. I missed that.

Shadow Lodge

So, here is the backstory of Ignatius Highhill. He was my favorite character in RotRL, but sadly... well, read it for yourself.

Backstory:
He remembered everything. How he met them at Turtleback Ferry. How the had sealed the dam and fought the Mother of Oblivion. The fight to save Sandpoint and Freefall's death at the flames, teeth, and claws of the read dragon known as Longtooth. Calling for Freefall's sister, Screech, and the journey to the Runeforge, where he dipped his hand in raw magic and saw their gravestones.

He remembered the sacrifice he made, calling down the holy flames to sear the evil counterparts the cursed mirrors had created, and how those flames had burned away his flesh and life.

He was finally among his family again, and with Freefall, in the Greenhills. The halfling afterlife was not bad, and he flew with Freefall for what seemed like eternity. Why should it feel like anything else, when time holds so little meaning to the dead? They were never far from the others, yet they were an impossible distance away.

Still, when he felt the pull to return to the land of the living, Ignatius found he couldn't resist the call. With barely a goodbye to his ancestors, Ignatius found himself looking upon the Material Plane once more... through the eyes of an infant.

And so Ignatius Highhill was alive again, going through the cycle from the very beginning with all his memories. As soon as he could he changed his name to Ignatius Highhill II, and not long after his magic returned -fire magic, just like he had favored in his former life- he came across a young dire bat no larger than a housecat. Recognizing his old friend Freefall immediately, Ignatius took this as another sign that his presence on this world was no coincidence. The forces of Nature wanted him to do something, and had remade him so he could handle the rigors of the city with more ease. Gone were the days when he could change his form or strike his foes down with the fury of a storm, but the days of rising into a pillar of cleansing flame were at hand...

Ignatius spends most of his time in the Warrens, where there is plenty of food for Freefall and where his slight skill at healing is appreciated. Sure, he might have been attacked occasionally when he first arrived, but how many continue to harass a man who can set you aflame with but a word and gesture? Not to mention the overly large bat that was never far from his side...

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