Summoning up Corrage (Inactive)

Game Master Johnny_Panic

All Summoner game set in the freedom army of Irmathas "Long Live Nirmathas!!" and "Viva la Revolution" etc.. A small group of Summoner's face dangers in the endless woods fighting of thows that would end the Revolution and Nirmathas Independence.


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Recruitment call for an ALL Summoner game - GM SpuglyFuglet

Hi All GM Spugly here with a another (could be) mad idea for a game.
Wanted
Players: 4 to 5 players.
Setting: Golariopedia (stranded)
Location: Nirmathas
Time: Just after its independence and formation.
Who are you: A newly formed troop of Summoner's in the rag tag army of what was Irgal Nirmath, now dead - Nirmathas, your new officer is one Sir Mirock Nobb, a clueless chinless wounder who spends most of his time in the officer mess drunk or playing cards badly.
Task: Keep Nirmathas free of course "Long Live Nirmathas!!" and "Viva la Revolution" etc.. Enemys about, it may seem like peace time but there are others seeking to take our great land of trees back.

Notes:
Its your 1st day in your new camp, you do not know each other all you know is they have made a troop of Summoners who will act as a unit under and well known (he did some thing brave once wile drunk) but also as well know 'useless' officer, why? you have no idea, its the army the high ups think of such things, poor troops just have to do them, mind you this is a free army you have a say, your not Cheliax for gods sake.

So if you think this sounds fun, and this will be a fest fun game, Im looking to keep things moving and get a post a day from all the players of I can. Note I will auto-bot your PC if its slowing game play. Maps will be simple, Im not map artist but they will I hope do the Job.

So things you need to know,
Im looking for simple built Alts.
Combat and stats at the top, Back story at the bottom, and also post that back,story here under a spoiler tag.

About me, I a old school GM, but no ball barker, I am dyslexic but if you can read and understand this post then, that's what my posts will be like. Rules wise I'm now export, if a mess up, pull me up on it. If you have a fall out with another player or me, take it to PM not on the threads, last of all Fun, its all about inventive fun, I love RP over rules and if the RP is good Ill bend even brake rules for the sake of Fun.

character creation INFO:

Bad new ->

NO - 3PP stuff at all, sorry but unless its in core PF books or
http://www.d20pfsrd.com and not 3pp its not it.

NO other class but Summoner -
This means the normal roles taken on by a party, healer, fighter, Rogue will have to be crafted from this one class,

Good news ->
any thing thats on http://www.d20pfsrd.com/classes/base-classes/summoner that's not 3pp I will allow.

Races - Any even monsters, that's right any Race as long as it fits see below, I get the yes/no on each, and may trim any race abilitys and powers to fit the groups level. Simple rule is if its more than 11 points to make in the custom race maker its to powerful. So Drow YES, Nobel Drow NO

IMPOTENT! Aliment ->
All Aliments will be hidden, Unless you cast a spell in game or some thing in game gives it away, you will know other players Aliments. Please do not place Aliment in your alt or on the thread, Only me your GM and the player will know Aliments until its reveled in game if at all.

Leveling, no XP keeping levels will be give at then end of every mission or big event so you will be leveling fast. Mythic will come in at some point early on. around level 5, I will give a PC rebuild at that point so do not worry about it now.

Starting level 3ed,

Stats
A 20 Point Buy.
Or risk
One roll only 1d12+8 (do you feel lucky)
On or the other not both.

Traits 2

Starting gold 8,000gp

HP ->8+con mod+1d4-1 (you have been in the army so your harder then most PCs)

Well thats it,

Shadow Lodge

Bags the synthesist!

I'd like to go with a favorite of mine, Nathaniel; NG Half-Elf.

I'll tailor my level 3 character sheet to your game later.


Sounds awesome! I've wanted to play a Summoner for a while... I'll spin a few ideas around. I assume any archetypes for Summoner are allowed? How about Words of Power?

Grand Lodge

Dotting, have something tomorrow night, when I get back into town from holiday.


Question: if we take any Item Creation feats or other crafting stuff, can we use that and starting money to craft? How about spells?


Sounds like the perfect game to try out master summoner for the first time. Count me interested.


Read the PC making notes please,
DO NOT PUT YOUR ALIMENT ON YOUR PC OR ON HERE
Its to be kept secret until found out in game or not at all.

@Nathaniel, pick a new aliment sorry and PM it to me when you have your Alt up thanks. Also I may more than one of the same type of Summoner in the game so no bags types sorry.

@Loup Blanc, sorry not Item Creation feats or crafting stuff, yet maybe later.

Other than that all good so far, Remober your have to make Summoners fit the Normal rolls other classes would fit.
:)
GM Spugly


Rolling stats and risking it:

1d12 + 8 ⇒ (2) + 8 = 10
1d12 + 8 ⇒ (4) + 8 = 12
1d12 + 8 ⇒ (10) + 8 = 18
1d12 + 8 ⇒ (9) + 8 = 17
1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (5) + 8 = 13


Good roles and a Keeper I feel, whos next to risk it.

Just to give any one and Idea of the tone of the game, its dark comedy, more Dark than Comedic, Army life will do that.

You all start the game newly arrived in Camp Mirog or as its know to the Troops there, [Camp 'Bloody lost']

I of course as your new officer Sir Mirock Nobb, I will look after you men, yes some say I am a clueless chinless wounder who spends most of his time down the officer mess (if you can call a tent that) drinking and/or playing cards badly, But they would be wrong, NO I am a tactical Genius, who lets his men act on there own, wile he plans it all out in the officer mess. Of course playing cards is part of that, helps you think don't you know and don't expect pay this mouth, money is short after all. From time to time I will send you off on some simple no risk at all to your life jobs, simple in simple out kind of job thingys the high ups want doing. yes some jobs out in the woods full of evil things with sharp teeth, Enemy agents , deserter troops from the war, old devilish magic sites and of course the odd bandit or two or ten, and lets not talk about the nameless things as well as... sorry where was I, O yes!
So no worry's there then men, carry on.

:)
See you soon, GM Spugs


I have my character tentatively made but will not finalize until I can talk to other players so we can coordinate spell selection(summoners get so few known).

Grand Lodge

Never played a summoner, is that okay? if so I'll see what the dice give and let them decide if I stat up a character :)

1d12 + 8 ⇒ (6) + 8 = 14
1d12 + 8 ⇒ (3) + 8 = 11
1d12 + 8 ⇒ (9) + 8 = 17
1d12 + 8 ⇒ (7) + 8 = 15
1d12 + 8 ⇒ (9) + 8 = 17
1d12 + 8 ⇒ (10) + 8 = 18

HP Rolls...

1d4 - 1 ⇒ (1) - 1 = 0
1d4 - 1 ⇒ (4) - 1 = 3
1d4 - 1 ⇒ (4) - 1 = 3


Lets let the dice decide this one. Summoner is my favorite class, so if the dice are kind to me, I'll make a character. I've always wanted to do an all summoner organization/party.

1d12 + 8 ⇒ (2) + 8 = 10
1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (7) + 8 = 15
1d12 + 8 ⇒ (1) + 8 = 9
1d12 + 8 ⇒ (12) + 8 = 20
1d12 + 8 ⇒ (6) + 8 = 14

I think those'll do nicely. I'll have a synthesist up shortly, going for the sneaky character/skills role. Can we make custom races up to 11 RP?

Edit:
HP Rolls

1d4 - 1 ⇒ (2) - 1 = 1
1d4 - 1 ⇒ (2) - 1 = 1
1d4 - 1 ⇒ (4) - 1 = 3


Cool all good, you brave lot, 1st timers are more than welcome.


Okay, here's my character, Angelo Fortunato.

Background:
Angelo was born the son of an organized crime boss in Tamras. A violent alcoholic, the man regularly beat Angelo and his mother, making sure they knew how worthless they were. He was especially cruel to Angelo who had been born small and clumsy compared to his massive father. How could he follow his dad into business if he could barely lift a sword? Despite his father's cruelty he did learn what lessons he could from his father. Only the strong survive, if you see something you want, take it. Other people are marks to be used and manipulated, if they are better than you, then you deserve to die. Fear and love are the most powerful weapons a man has, use them wisely. These and other Machiavellian traits were instilled in Angelo from birth.

Thankfully, his father was gone from home more often than not. Angelo spent the time reading all the books he could find and trying to find a way to make himself stronger. He also cared for his mother who was so mentally damaged from her marriage that she was a virtual vegetable. She's the only person he ever went out of his way to help. Around the time he turned seventeen, he finally discovered a way to merge himself with a symbiotic being of shadow. He made a pact that they would be one forever, in exchange for its power. The next day he left home and joined the newly formed Nirmathi Irregulars, hoping for a better life in the army.


Cool, going the rolling route. How long do you expect to keep recruitment open?

Ability Score Rolls

1d12 + 8 ⇒ (12) + 8 = 20
1d12 + 8 ⇒ (4) + 8 = 12
1d12 + 8 ⇒ (2) + 8 = 10
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (6) + 8 = 14
1d12 + 8 ⇒ (9) + 8 = 17

HP Rolls

1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (4) - 1 = 3
1d4 - 1 ⇒ (1) - 1 = 0


We have a rather nice but limited spell list so we may need to split up who takes what spells so we all don't end up with the same 4 spells. Mage Armor of course is nice but hardly necessary for us all for example. Enlarge person and Infernal healing are both nice but have full round casting times and probally should be divided between two people(limited spells per day and all.)

HP rolls:

1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (2) - 1 = 1


I should have made clear HP is
1st 8+dex mod +1d4 -1
2ed is 1d8 (or 4)+dex mod +1d4 -1
3ed is 1d8 (or 4)+dex mod +1d4 -1

Sorry should have said that, so take 4 or 1d8 role and add for 2ed and 3ed level.

Shadow Lodge

Is the Wild Caller archetype compatible with Synthesist in your game?

Grand Lodge

I'm thinking first worlder. Have it made up this eve.


What is the cut-off time/date for this? I recently had an idea for a Synthesist Summoner concept that I found amusing (granted, the main thing I find amusing about Summoners in general is the RP potential in the relationship between the Summoner & the Eidolon, perhaps especially when the Eidolon is armor) I'm thinking Synthesist Summoner with a trap-breaker Rogue focus. I will have an actual application when I know the cut-off.


Recruitment will be closed at 0 hours GMT Saturday night guys

Grand Lodge

1d12 + 8 ⇒ (3) + 8 = 11
1d12 + 8 ⇒ (4) + 8 = 12
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (11) + 8 = 19
1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (7) + 8 = 15

HP
1d4 - 1 ⇒ (2) - 1 = 1
1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (1) - 1 = 0

Grand Lodge

i'll take that


Here's Loup again! I'll take the risk and roll stats and HP now...

1d12 + 8 ⇒ (6) + 8 = 14
1d12 + 8 ⇒ (1) + 8 = 9
1d12 + 8 ⇒ (4) + 8 = 12
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (9) + 8 = 17
1d12 + 8 ⇒ (12) + 8 = 20

1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (4) - 1 = 3
1d4 - 1 ⇒ (3) - 1 = 2

Alright, good stats! I'm going to do an idea I've had for a summoner for a bit and go with a halfling vanilla. Alias up when I can. Can I make a separate alias for the eidolon, or would you prefer I not?

EDIT: Rolling 2d8 for levels 2 and 3.

2d8 ⇒ (5, 8) = 13


Grey, the Lady's dog - I already submitted a rogueish synthesist. You can still go for it, but just letting you know there's competition for the sneaky synthesist who handles traps.


Hey its Hawkwen. Here's my entry.

Sovereign Court

Roidrage here and risking it!

1d12 + 8 ⇒ (12) + 8 = 20
1d12 + 8 ⇒ (11) + 8 = 19
1d12 + 8 ⇒ (3) + 8 = 11
1d12 + 8 ⇒ (1) + 8 = 9
1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (11) + 8 = 19

1d4 - 1 ⇒ (1) - 1 = 0
1d4 - 1 ⇒ (2) - 1 = 1
1d4 - 1 ⇒ (2) - 1 = 1


This is the alias for Loup Blanc's submission! Haven't finished yet, but posting to let you know about it. Any word on alias for an eidolon or no?


Roidrage wrote:

Roidrage here and risking it!

1d12+8
1d12+8
1d12+8
1d12+8
1d12+8
1d12+8

1d4-1
1d4-1
1d4-1

Sweet Rolls


Rolling for levels 2&3

2d8 ⇒ (3, 5) = 8


DM Jelani wrote:
Grey, the Lady's dog - I already submitted a rogueish synthesist. You can still go for it, but just letting you know there's competition for the sneaky synthesist who handles traps.

Gah! The other thread I was interested in pretty much tossed out my character idea as well. Ah well, there will be other occasions.

You guys have fun, I think I'm gonna bow out.


1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (2) + 8 = 10
1d12 + 8 ⇒ (9) + 8 = 17
1d12 + 8 ⇒ (11) + 8 = 19
1d12 + 8 ⇒ (2) + 8 = 10
1d12 + 8 ⇒ (11) + 8 = 19

1d4 - 1 ⇒ (4) - 1 = 3
1d8 + 1d4 - 1 ⇒ (8) + (3) - 1 = 10
1d8 + 1d4 - 1 ⇒ (6) + (1) - 1 = 6

I've been thinking I might go towards healer (focusing on eidolons, since we don't get clw), though healing several times in a day might be difficult. . . . Let me see what I can stat up.

Edit: Wow, Awesome rolls. That'll make it easier.

Dark Archive

I'm a fan of the summoner class. I'll think up a concept and get back to you after some sleep.


Going to bow out -- I'd love to build a character with the stats I rolled, but going through Eidolon rules again I don't think I have the spare time to pound a decent enough character within the time limit :) goodluck everyone, have fun and I'm sure this game will be a wild ride!

Dark Archive

Edgerton T. Bodger
Male halfling summoner (first worlder/master summoner) 3
Small humanoid (halfling)
Init +3; Senses Perception +1
DEFENSE
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 20 (3d8+3d4)
Fort +2, Ref +5, Will +3; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee mwk spear +4 (1d6/x3) or mwk dagger +4 (1d3/19-20)
Ranged mwk sling +7 (1d3) or mwk dagger +7 (1d3/19-20)
Spell-Like Abilities (CL 3rd; concentration +7)
9/day - summon nature's ally II
Spells Known (CL 3rd; concentration +7)
1st (4/day) - expeditious retreat, lesser rejuvenate eidolon, mage armor, shield
0 (at will) - acid splash, detect magic, guidance, mage hand, mending, message
STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 9, Cha 18
Base Atk +2; CMB +1; CMD 14
Feats Augment SummoningB, Superior Summoning, Mounted Combat
Skills Handle Animal +8, Knowledge (nature) +5, Linguistics +5, Perception +1, Ride +8, Spellcraft +6, Stealth +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Halfling, Infernal, Varisian
SQ lesser eidolon, life link, summoning mastery
Combat Gear potion of cure light wounds (8), potion of stabilize (4); Other Gear +1 deathless mithral shirt, mwk dagger (2), mwk sling with 20 bullets, mwk shortspear, bandolier (2), bedroll, belt pouch (2), explorer's outfit, flint and steel, gear maintenance kit, ink (4), ioun torch, iron vial (16), journal, mess kit, muleback cords, mwk backpack, scrivener's kit, spell component pouch, trail rations (7 days), waterskin (2), whetstone, wrist sheath (2), 1 gp, 3 sp, 8 cp
Carrying Capacity: 87 lbs. (light), 174.75 lbs. (medium), 262.5 lbs. (heavy)
SPECIAL ABILITIES
Fearless (Ex): Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fey Summons (Su): Edge can summon 1 jinkin, 1 pugwampi, or 1 vexgit with his summon nature's ally II spell-like ability in addition to the normal variety of creatures he can summon.
Halfling Luck (Ex): Halflings receive a +1 racial bonus on all saving throws.
Lesser Eidolon: Edge's eidolon functions as an eidolon of half his level, meaning he has a 1st level eidolon at the moment.
Keen Senses (Ex): Halflings receive a +2 racial bonus on Perception checks.
Summoning Mastery (Sp): Edge can have his summon nature's ally II spell-like ability active even when his eidolon is present, but only one at a time. If his eidolon isn't present, he can have as many of his summon nature's ally II spell-like abilities active as he desires, up to his maximum number of uses per day.
Warslinger (Ex): Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Weapon Familiarity (Ex): Halfling are proficient with slings and treat an weapon with the word "halfling" in its name as a martial weapon.

Twigurt
Quadruped eidolon 1
Medium fey (extraplanar)
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +2
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +2 (1d6+3)
STATISTICS
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +0; CMB +2; CMD 15 (19 vs.trip)
Feats Dodge
Skills Acrobatics +6 (+10 jumping), Climb +10, Perception +4, Stealth +6, Swim +6
Languages Common, Halfling, Infernal, Varisian
SQ evolutions (bite, climb, limbs [legs] x2, mount, scent), link, share spells

Dice Rolls:
Ability Scores
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (8) + 8 = 16
1d12 + 8 ⇒ (4) + 8 = 12
1d12 + 8 ⇒ (7) + 8 = 15
1d12 + 8 ⇒ (1) + 8 = 9
1d12 + 8 ⇒ (2) + 8 = 10

Base Scores: Str 12, Dex 15, Con 10, Int 13, Wis 9, Cha 16
Racially Adjusted Scores: Str 10, Dex 17, Con 10, Int 13, Wis 9, Cha 18

Hit Point Rolls
1st: 1d4 + 7 ⇒ (2) + 7 = 9
2nd: 1d8 + 1d4 - 1 ⇒ (4) + (4) - 1 = 7
3rd: 1d8 + 1d4 - 1 ⇒ (1) + (4) - 1 = 4

Skills:
3(2+1)=9 ranks
Craft + ( ranks, +1 Int, +3)
Fly + ( ranks, +3 Dex, +2 size, +3)
Handle Animal +8 (1 ranks, +4 Cha, +3)
Knowledge (arcana) + ( ranks, +1 Int, +3)
Knowledge (dungeoneering) + ( ranks, +1 Int, +3)
Knowledge (engineering) + ( ranks, +1 Int, +3)
Knowledge (geography) + ( ranks, +1 Int, +3)
Knowledge (history) + ( ranks, +1 Int, +3)
Knowledge (local) + ( ranks, +1 Int, +3)
Knowledge (nature) +5 (1 ranks, +1 Int, +3)
Knowledge (nobility) + ( ranks, +1 Int, +3)
Knowledge (planes) + ( ranks, +1 Int, +3)
Knowledge (religion) + ( ranks, +1 Int, +3)
Linguistics +5 (1 ranks, +1 Int, +3)
Profession + ( ranks, -1 Wis, +3)
Ride +8 (3 ranks, +3 Dex, +3)
Spellcraft +6 (2 ranks, +1 Int, +3)
Stealth + ( ranks, +3 Dex, +4 size)
Use Magic Device +8 (1 ranks, +4 Cha, +3)

Backstory:
Edge, as he prefers to be called isn't a native of Nirmathas. Born in Cheliax, his parents managed to smuggle him out as a toddler to protect him from the fiendish changes taking place there.

Growing up on the road, he visited a myriad of locales, but eventually decided to assist the folk who would become the residents of Nirmathas achieve independence.


Rolling for the eidolon's HP!
2d10 ⇒ (1, 9) = 10

"I see I may have a fellow halfling on this adventure! How fare you, Master Bodger?"


Pathfinder Starfinder Roleplaying Game Subscriber

Very intested. Will have character posted by tonight. :)


After a slight nod Edge replies to Kearan, "Greetings to you as well Master Bywater. I'm well enough. What brings you to the fledgling nation of Nirmathas?"


The halfling shrugs. "I'm always looking for a new place to find friends and trouble. This seemed like as good a place as any." He laughs and winks.


Ooo sneaky game play before being picked, why you rascals you. :)


Pathfinder Starfinder Roleplaying Game Subscriber

Let's see what I got to play with:

1d12 + 8 ⇒ (6) + 8 = 14
1d12 + 8 ⇒ (11) + 8 = 19
1d12 + 8 ⇒ (10) + 8 = 18
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (5) + 8 = 13
1d12 + 8 ⇒ (6) + 8 = 14

Pretty nice...Thinking about learning towards Both Summoner and Eidolon going melee. let's see...*Plays with idea on Hero Lab*


We're halflings. Even if we aren't focused on stealth, we're still about sneaking! And fun.


:)


"Of trouble I'm certain we'll find plenty, little onessss." says a serpentine figure shrouded in shadows.


Hearing something hissing, Edge jumps around for a moment, then seeing the shadowy figure. "Woah there buddy! Don't go scaring folk like that. Some of us only have the cloths we're wearing." ;)


"I meant you no harm. Sssimply making an observation." Even stepping fully into the light, the thing remains cloaked in shifting flickering shadows.


"Nothing to worry about, I just didn't notice you there."


Pathfinder Starfinder Roleplaying Game Subscriber

Alright, here's my Half-orc summoner.

Thran Hitchen:
Thran Hitchen
Half-Orc Summoner 3
Medium Humanoid (orc)
Init +2; Senses bond senses (3 rounds/day), darkvision; Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection)
hp 29 (3d8+12)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Falchion +8 (2d4+7/18-20/x2)
Ranged Masterwork Heavy crossbow +5 (1d10/19-20/x2)
Spell-Like Abilities Summon Monster II (5/day)
Summoner Spells Known (CL 3):
1 (4/day) Shield, Expeditious Retreat, Enlarge Person (DC 13), Mage Armor
0 (at will) Acid Splash, Resistance, Message, Read Magic, Detect Magic, Mending
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 18, Int 13, Wis 13, Cha 14
Base Atk +2; CMB +7; CMD 20
Feats Precise Strike, Resilient Eidolon
Traits Anatomist, Brute (APG)
Skills Bluff +4, Diplomacy +4, Intimidate +11, Knowledge (dungeoneering) +6, Spellcraft +7
Languages Common, Draconic, Orc
SQ eidolon link, life link, orc ferocity (1/day), share spells with eidolon
Combat Gear Wand of Cure Light Wounds, Wand of Magic Fang, Wand of Rejuvenate Eidolon, Lesser; Other Gear +1 Mithral Chain shirt, Masterwork Falchion, Masterwork Heavy crossbow, Ring of protection +1, Backpack, masterwork (empty), Bedroll, Blanket, Blanket, winter, Rope (2), Tent, large, 816 GP, 9 SP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Bond Senses (3 rounds/day) (Ex) Share your Eidolon's senses.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster II (5/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

And his Eidolon

Jhock!:

Jhock
Quadruped
Medium Outsider
Init +2; Senses darkvision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+2 Dex, +6 natural, +1 dodge)
hp 3 (+3)
Fort +4, Ref +5, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite) +6 (1d6+4/x2) and
Claw x2 (Claws) +6 x2 (1d6+3/x2)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 19 (23 vs. Trip)
Feats Dodge, Precise Strike
Skills Acrobatics +5 (+9 jump), Climb +6, Perception +6, Stealth +8
Languages Common
SQ pounce
Other Gear Belt of giant strength +2, You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Pounce (Ex) You can make a full attack after a charge.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Background:
Since being kicked out of his tribe for keeping strange and unusual pets, Thran and his buddy Jhock, has traveled their way through the wilds to end up here, in this army camp, and it seems they've been forced into conscription. Not complaining too much, he never was one to back down from a chance to use his trusty Falchion, nor Jhock to pass up a chance to nom on poor unsuspecting...something.

HP for Thran
1d4 + 3 ⇒ (3) + 3 = 6
1d8 + 1d4 + 3 ⇒ (6) + (4) + 3 = 13
1d8 + 1d4 + 3 ⇒ (3) + (4) + 3 = 10

And how do we do hp for the eidolon?


I'm assuming it's like it is for us without the (d4-1)'s: Max at first, roll or average for every one after. Is that right?

If so, here's my eidolon's health:
2d10 ⇒ (1, 5) = 6


Nope sorry that's just for PCs Eidolon's health is normal.

All good so far,

Could some one make a list of whos done a PC etc, Im not saying it will get you a place doing this but it makes me like you more hehe

GM is such a slacker :) no not really just I may miss things

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